#animation

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regal hollow
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You can use an mp3

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I tend to use oggs tho

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You can use a program like Audacity to quickly edit and reformat audio files

magic river
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sweet, thank you โค

regal hollow
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np fam

magic river
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Alright, one more question. If i'm making a simple "turn sound on when I point" override animation, do I still want to create a clone of my avatar to handle that?

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Right now I have an avatar which drops bombs, but it's just one avatar where i turn the particle emitter on and off. I don't have a clone of him which i turn on and off though and there doesn't seem to be any problem

regal hollow
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If you are making any gesture overrides you want to make them on a duplicate of your model

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always

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Also you don't have to make a clone of your model that turns on when you use a gesture

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You may be misinterpreting previous advice, or I might be misinterpreting you message

magic river
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i mean duplicate, not clone. my bad

tulip crest
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I am using a non-human avatar with a AvatarControllerTemplate to control avatar movements, and when i change the default emote "Die" with a custom one, it just keep looping, the animation is not a loop animation, what should i do?

magic river
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Apparenty if you have a "generic" model and you do an emote, it gets stuck in a loop

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I've heard you can create a "Ghost" humanoid figure which is just an armature

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and then put the generic avatar under that

tulip crest
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you mean i can copy another humanoid armature under my avatar?

magic river
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Not in blender, no

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but like... Export JUST an armature

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put that into unity. Then put in your normal avatar. and make the armature a parent

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of the actual avatar

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i've only heard of this though. I've never done it

clear yew
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yep, that's how you do it

tulip crest
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are those non-human animations still working?

clear yew
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so you can have hand gesture with a non-humanoid model

magic river
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Yes, they will work

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Now Svelsien, where does the descripter go?

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on the armature ghost?

tulip crest
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ye that's a question to me too

regal hollow
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You want the base of your model to have the avatar descriptor

tulip crest
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ok, i'll try , thank you all~

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actually, those animation won't working directly, because the hierarchy is changed, i need to change those animations as well

magic river
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So i'm watching a tutorial on how to animate a weapon into the avatar's hand.

tulip crest
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now the emote is working, and the idle animation is working too, but not the walk animation or run animation...

magic river
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and I was under the assumption that the animation turns off the MAIN character (without the weapon) and turns on the Duplicate character (with weapon)

clear yew
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huh

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wut

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just activate the weapon

regal hollow
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This is what I meant

clear yew
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is there a reason why you activate a whole new model ?

regal hollow
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by you misinterpreting advice

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It is a simple mistake

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but ye as svel said

magic river
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Lemmie clarify that there's also the hand gripping animation lol

regal hollow
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All you need to do

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Is turn on the gun object

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and move the finger bones to fit the gun

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are you also turning a new model of your character on?

magic river
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I haven't done it yet. I'm just looking at tutorials and making observations

regal hollow
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ok

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When you are animating on a humanoid in unity

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it will make the model do a weird balled up pose

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so you want to duplicate you model

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and animate on that

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rather than the original

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so that your main model doesnt end up like that

clear yew
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if you are watching the tutorials i think about then yeah

magic river
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Then once the animation is done, do you get rid of the duplicate?

clear yew
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they just duplicate the model to create an animation

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then they put the animation on the original model

magic river
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Since you just needed it as a dummy to model on

clear yew
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cuz if you animat directly your model it will break it

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yeah

magic river
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That makes sense

clear yew
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just remove that duplicate

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it's just used to create animation

magic river
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It's just a stand in

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Got it!

regal hollow
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nice

clear yew
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if by any chance

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you fuck up

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and animate the original model

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you can check the pins

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to get it back to a T-pose

magic river
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Pins?

clear yew
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the pins of discord

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check the pins of this channel

magic river
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Ooooh gotcha

clear yew
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other way to reset it if you fuck up

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it's to select all bones

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of your fucked model

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and only the bones

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not the objects or props

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and then reset all bones

magic river
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haha sounds good

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With that knowledge i can probably give it a shot

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Out of curiousity, how exactly does the avatar "break" if you don't animate on a duplicate? I know it appears to scrunch up, but does that also happen in game or something?

clear yew
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yep

regal hollow
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^

magic river
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Does it happen when you activate the custom animation or does it simply stay fixed in a scrunched position despite all input?

regal hollow
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it will be all scrunched when the model loads ingame

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things will just break

tulip crest
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I think when you make an animation it will change the model's bones' postions

magic river
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So it's overall impact is sort of unpredictable?

regal hollow
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they are pretty predictable

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but they are always bad

tulip crest
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you'll see the notification when you upload

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what exactly loop pose do in animation?

magic river
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Thanks a lot you guys! I learned a lot and can hopefuly help others in the future!

cinder cipher
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i have an afk pose set to 5 minutes when i do nothing, but where should i bind it?

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what's the gesture on the animation controller for the idle hand that doesn't have a gesture

clear yew
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i'm pretty sure it's just idle

cinder cipher
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ok, i'm just worried cause the other idle animations i have don't interact well with vr controllers

magic river
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I think even in "idle" the vr controllers overwrite the animation hand position

cinder cipher
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exactly that

magic river
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I definitely have running animations that should make my arms swing back and forth, but in VR they stay in position

clear yew
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yep

cinder cipher
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desktop godtier

magic river
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If you could figure out a way to switch that OFF after 5minutes, you might be on to something

clear yew
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the hands take full control with VR

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and if you have FBT then the legs get full control too

cinder cipher
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oh god

clear yew
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i guess after 5 minutes you can hide your main model and show another model

magic river
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Svelsien, is there a way to emulate full body tracking with simple switches?

clear yew
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what do you mean with simple switches ?

magic river
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Like, say I had a swiper that sent a signal 1-90, and I wanted to map that to say... the angle between the Thigh and Calf

regal hollow
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swiper?

clear yew
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the fuck is a swiper

magic river
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A linear potentiometer

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or even just like... a digital interface

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like a light switch?

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a dimmer

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that sort of thing

clear yew
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pretty sure you can't do that

regal hollow
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that is not possible I dont think

clear yew
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i dont see how that would work

regal hollow
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not without heavy modification

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also that sounds way to cumbersome to be worth it

magic river
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Right now I have a simple VR glove i made

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and it sends a signal 0 - 90 based on the bending of my finger

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to unity

cinder cipher
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gotta love the "lock an object to world position" link

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it's been so useful thus far

magic river
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in unity i have it change the euler angle of my finger based on the input

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it works for my custom scripts, but obviously you can't do that in unity

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err, in VR chat

regal hollow
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the only way to use fullbody in vrchat is vive trackers, any other method like the xbox kinect works by emulating vive trackers

magic river
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I've heard of an Open VR emulator which allow you to plug in your own controllers. I plan on looking into that at some point

regal hollow
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So your idea could work

magic river
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sweeeeeeeeeet

clear yew
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@cinder cipher the one i made ?

cinder cipher
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yeah

regal hollow
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but you would need an interface between vrchat and your thing

clear yew
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i did some albums after people ask again and again the same thing

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got tired of explaining every time

cinder cipher
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it's so straightforward it's great

magic river
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Well Open VR emulates the vive tracker, and imputs it into SteamVR

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so then VRChat will just read it as a vive tracker

clear yew
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yeah, pretty easy to do after you understand

regal hollow
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I remember when explaining world position objects was the only thing svel ever seemed to do xD

clear yew
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all the fucking time

regal hollow
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xD

clear yew
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i didnt made an account

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so i cant modifiy the album

tulip crest
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i've asked that once too...

clear yew
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oh wait

tulip crest
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but the fixed joint keep shaking when avatar is moving

magic river
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Sorry to be discord illiterate, but how do i view the "pins" you were talking about?

clear yew
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i actually put the thing i wanted

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the infinity to angular drag to reduce the jittering

regal hollow
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THere will always be some jitter xmals

cinder cipher
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hold on

regal hollow
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holding

clear yew
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the pins on the right

cinder cipher
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if i set this animation to be on the "idle" spot, then it will activate no matter what i do after the timer goes down

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in 5 minutes of model loading

clear yew
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yes

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and it will loop

tulip crest
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so i change to configurable joint, lock every angular and motion

cinder cipher
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that's a problem, i need it to be 5 minutes of not using a hand gesture or something along those lines

tulip crest
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set projection all to 0

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it makes it much better

clear yew
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@cinder cipher can't do that

magic river
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That's strange, i don't seem to have those Svelsien

clear yew
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before they removed the final IK triggers

regal hollow
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You definetely have pins

cinder cipher
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maybe i'll just set it to active on fist+ some gesture

clear yew
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you could have a afk animation

regal hollow
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We all do

clear yew
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that's why people are asking for custom animators

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you could create an afk animation

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a loading animation too

cinder cipher
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i have a loading animation that plays once but it's not similar

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i know what you mean

regal hollow
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"You are so wrong I am shaking"

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xD

tulip crest
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we cannot change the custom avatar controller now, is that right?

magic river
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If you put it on Open hand, then it'll just reset the timer every time you do any other gesture won't it?

regal hollow
cinder cipher
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tthanks

magic river
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then when you leave your hand open (when you're afk) it'll tick down to eventually ur animation

clear yew
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does the idle animation actually reset when you use a hand gesture ?

magic river
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I don't know if the idle one does, but based on what stargazer says it doesnt

cinder cipher
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i dont see open hand on my list, just handopen which is the gesture you do to open your hand

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wish there was one slot for the default hand gesture

magic river
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yeah that one

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oh, star gazer

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you could leave it on your idle animation

cinder cipher
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hm?

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i'll try it

magic river
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but on some other gesture, have it set the timer back to 300seconds

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so even though it's tickin down, as long as you .... say.... make a fist, it'll reset to 5min and have to count down again

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then after 5min of not closing your fist at least once, u'll afk

cinder cipher
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yeah that's what i'm after

magic river
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Also Svelsien, derp... i didnt realize you were looking at the TOP of discord when u took that screen shot haha i thought it was the left side panel

cinder cipher
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how'd you do the timer reset tho?

magic river
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If your timer is a public variable, you should be able to adjust it while in animation recording

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For me, for example, I have an animation which sets the life time on my particles to 1.

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Where are you keeping your timer?

cinder cipher
magic river
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oooooh interesting

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That i do not know how to edit

cinder cipher
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pretty sure there's a way just gotta come up with it

tulip crest
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i have no idea why my walk animation not working, god it drives me crazy

cinder cipher
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i know what to do

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i'll bind it to fist with the timer and just click fist once if i go afk

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so it sets the timer

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since you don't have to hold it for gestures

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oh wait

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then i gotta go back to 1:1 keyframes

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nvm, gonna put the timer on a gameobject that enables things after 5mins

magic river
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so u can do it in a script. I wonder if there's a standard script that you can do

clear yew
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he is using scripts

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cant do that

magic river
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Aren't there standard scripts though

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like the coliisions, or the descriptor and what not

clear yew
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no script allowed

magic river
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oh that's super convenient

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bookmarked

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"Culling Type Determine when not to play the animation."

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under animation

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so maybe you could do that somehow?

tulip crest
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@clear yew when does vrchat determine to run walk animation? I just put a ghost armature and make a customoverridetemplate, then the emote system is working, and the ilde animation is working too, but RUNFWD or WALKFWD not working at all

clear yew
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based on your speed i guess

magic river
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Xmals, did you add ur animaation to all the different runnings?

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"RUNSTRAFELT135" ect

clear yew
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because there is also a "sprintFWD" if i remember

tulip crest
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i'm just testing walking now

clear yew
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and it's only used on maps with a very high running speed

magic river
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For walking there's "STRAFELT135" , "STRAFELT45" ect

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close to the bottom

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"WALKFWRD" is for when you are walking DIRECTLY foward. but if ur finger is pushing slightly to the right or left of your joystick, it is calling those other animations

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and if u leave them blank, they won't animate at all i assume

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or it'll do the default animations

tulip crest
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ok, i'll try to fill them all and play again

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anddd, no

magic river
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really? ๐Ÿ˜ฎ

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that is a pickle

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what exactly is happening?

tulip crest
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yes, i fill them all, still only idle is working

magic river
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i actually have one working, let me bring it up

tulip crest
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are there any specific settings in avatar or animations that i should notice too?

magic river
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you've got your running animation set to loop right?

tulip crest
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i disable apply root motion, because that makes idle not working too

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yes

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i check loop time and loop pose

magic river
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and do you have the controller on both the avatar's animator and the custom standing controller?

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(sorry i have to re-upload this avatar then try it in game to see if it's working)

tulip crest
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what do you mean custom standing controller?

magic river
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on the VRC_Avatar Descriptor

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there's a slot for "Custom standing anims"

tulip crest
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there is an animator in the root, with the avatar descriptor

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no controller in animator, just custom standing anims and sitting anims

magic river
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i always put the controller in both

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i hoenstly don't remmeber if I'm supposed to or not haha

tulip crest
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customoverride can only be set in avatar descriptor, i do fill them all as well

magic river
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I have my customoverride in the "Controller" part of the animnator as well

tulip crest
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you create an avatarcontroller in animator as well?

magic river
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well probably just forget everything i've said. I just tried uploading my avatar which uses a ghost armature and a generic avatar, but it also doesn't do it's walk animation hah

tulip crest
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๐Ÿ˜‚

paper jacinth
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the strafe animations, and walk animations are triggered when moving, right?

tulip crest
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maybe i should give up using ghost armature and use an avatarcontroller to do that

paper jacinth
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will overriding them mess up me moving my arms at all? or doing gestures while moving?

tulip crest
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i don;t think so, if you are using vr, animation's animator movement won't working

paper jacinth
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oh, do those play at all?

magic river
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No, ur VR Controlled hands will always supercede ur animations

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unless u have emotes

tulip crest
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even playing with pc, it just doesn't work

paper jacinth
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I assume the movement animations only play when I move my thumbstick?

tulip crest
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in gesture animation

paper jacinth
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not when moving locally?

magic river
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Xmals, were you able to get it to work without the ghost armature? U just couldnt use emotes?

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I think so, yes meme guy

tulip crest
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yes, i use a avatarcontroller template to do so

paper jacinth
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aight, also, should gesture animations be on loop time?

tulip crest
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without customoverride

paper jacinth
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it toggles something on if that helps

magic river
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loop time if u want them to repeat ๐Ÿ˜„

paper jacinth
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so If I dont want it to flicker on and off I keep that off?

tulip crest
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gesture animation should only be one frame and loop

magic river
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^

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i'm a noob when it comes to everything, so everything i say is just assumptions ๐Ÿ˜„

fierce bane
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frames 0:00 and 0:01 should be the object toggled on too

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not just one, or it will flicker

paper jacinth
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oh yeah

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I keep forgetting to do that part lol

tulip crest
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the most common way to do a gesture animation is to use an one frame animation to activate some object or animation to animate the real one

fierce bane
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for anything other than a toggle on, yes.

paper jacinth
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animate the real one?

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what?

fierce bane
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you make a separate animation that lasts longer when you want a longer one, and you use the gesture to "activate" the animator instead of the actual object

tulip crest
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yes

fierce bane
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er....instead of the gesture being the animation, sorry

paper jacinth
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oh, neat

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so thats how you do longer animation

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gotcha

fierce bane
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so: gesture animation -> animator enable -> full animation

tulip crest
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that's it

paper jacinth
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now, suppose I used that to edit the particle emission using the scalar, if the animator was toggled off, would it change the scalar back to 0 or would the particles directly disapear?

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assuming the particles are on all the time

fierce bane
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or be stupid like me and trigger a multi-stage particle system with built in delays and positional dummies to do it all based on terrain...

paper jacinth
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wait, terrain?

fierce bane
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animations reset to default when disabled and re-enabled

paper jacinth
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aight, so the particles would fade out just like if the scalar was 0?

fierce bane
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I haven't tried a particle based animation designed around an animation yet, fairly certain it would just pop out of existance as if you toggled a prop off

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if the animator is disabled, anything it would do should revert to default start state (unless something else is editing one of them with another gesture or something)

tulip crest
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if you disable a particle system, it just disappear directly, won't be like fade out

magic river
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hey xmals

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did u say you used an "avatar controller" the first time? instead of a custom overide?

fierce bane
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what are you trying to do?

magic river
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We were talking about how to get non-humanoid avatars to work correctly

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and since they don't always have hands, u can't use many overridews

fierce bane
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you CAN use an avatar controller, but you will not be able to use gestures, emotes, or have any form of IK (including head/eye/lipsync)

slim sparrow
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You can make a fake humanoid rig

magic river
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what does IK stand for?

slim sparrow
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Inverse Kinematics

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It's what makes your hands and head move in VR

magic river
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I've been trying to do that Rokk, but we're stuck

slim sparrow
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Less important on desktop, but desktop still has Head IK

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Also, the "SimpleAvatarController" animator controller only works on truly generic rigs

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Humanoids can only have overrides

magic river
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Right now I have a ghost armature, and then my generic avatar underneat hti

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and the descriptor is on my ghost armature

slim sparrow
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Right, that makes sense

magic river
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but only the "idle" animation works on the avatar

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the walk/ run ect don't work

tulip crest
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@magic river yes, you can search AvatarControllerTemplate

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that's what i am using

slim sparrow
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Where is the controller for your generic?

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If you're putting the animations on the generic rig itself, that won't work. It's not getting your movement parameters from the game.

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You need to make the animations on the ghost armature

magic river
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I have the controller on both my generic's animator, on the ghost arm's animator and custom standing anim

tulip crest
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ghost armature walking animation won't working, just ilde

slim sparrow
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You can make it work, you just gotta override the walking animation to

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Oh, you might be right.

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Right, so

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There is this issue with the animator used ingame

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There's an avatar mask on the locomotion layer (walking animations)

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This means walking animations can only affect a few small things. I don't think they can move any bones inside your armature.

tulip crest
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walkfwd is decided by postion y right?

slim sparrow
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MovementZ

tulip crest
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from what i am thinking about is that i move y like 2 then it should play walk animation

slim sparrow
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Yes, that's what you should normally do, but you might not be able to do that since the animator is kinda limited

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You can do it if you just stick to generics though

tulip crest
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yes, generic model, all movement is working right, but with the limitation of not being able to use gesture or emotes

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wait, actually emotes is working, but just can not exit

clear yew
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Generics are neat cause you can cuatomize walk and run animations all you want but cant do basic waving

paper jacinth
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having some issues, have a animation for a gesture that activates a animator object, and the animator object has a controller with a clip in it, but for some reason when I do the gesture the clip won't play

slim sparrow
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Test it in Unity's play mode. Does it work there?

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Enter play mode, manually activate object

paper jacinth
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okay

slim sparrow
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If it works there, go to the next step: Duplicate your avatar, drag the gesture animation onto the duplicate, then hit play. Make sure your avatar has no animator controller set when you drag the animation onto there, or this won't work.

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After dragging the animation onto the model, the duplicate should get an autogenerated controller

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Then when you hit play mode, it should play the gesture and you can see if the object is activated correctly. Makes it easier to diagnose.

paper jacinth
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hmm, for some reason the particles needed got yellow'd in the animation tab

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time to redo the entire animation ๐Ÿ˜ฆ

slim sparrow
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Wait

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Just press F2 to change the path @paper jacinth

paper jacinth
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too late

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far too late

slim sparrow
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They're referring to an object or a property that doesn't exist

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Oh well

paper jacinth
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hmm

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thats strange

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when I make a dupe and make the animation, it works fine, but when I select the animator object they are yellow

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OH its because its too low in the hierarchy

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it should be a root object yeah

slim sparrow
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Yeah, animators always animate from their own perspective

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So if you have an animator on a child object, you need to click on the child object and then create the animation

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You can probably press F2 and change the path though

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To cut out the first parts

paper jacinth
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they are staying yellow

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how do I fix them?

slim sparrow
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If you click them and press F2, you can change their path. They might still be set to Armature/Hips/Spine/Object/Particles. Set them to Particles instead, for example.

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If Object is the one with the animator on it

paper jacinth
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dont work

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time to remake the animation again

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hmm

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animator seems to only accept its own transforms

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do I just put it as the parent of the armature?

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this is so confusing ๐Ÿ˜ฆ

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if I have the particles as a child to the animator, when it goes to turn off, the particles will directly disapear

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if its not the parent then it wont work

slim sparrow
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If you want a game object or its children to animate, you put an Animator component on it.

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When a particle system is disabled, its particles despawn

paper jacinth
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yes I know

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I am animating the scalar

slim sparrow
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You have to make the animation by clicking on the object with the animator, and then animating the clip

paper jacinth
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YES I KNOW

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I KNOW HOW TO USE UNITY

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I need the animator disabled but not the particles

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I am not and will not disable the particles, I am using the emission scalar

slim sparrow
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Oh

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Jeez, calm down

regal hollow
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Ye chill

slim sparrow
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You can't disable animator components if that's what you mean

frigid pine
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can you not overwrite EMOTE1-9 anymore?

slim sparrow
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@frigid pine you can, why?

regal hollow
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You can tsuna

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I did it today

frigid pine
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not listed in the empty overwrite anymore

slim sparrow
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Emote1-8 should be listed in CustomOverridesEmpty. Do you have a screenshot? @frigid pine

frigid pine
slim sparrow
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Is your rig a generic one? That's weird

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You sure this is the correct one from the SDK, using AvatarControllerTemplate as a base?

#

It might be set to the TPoseController by accident

#

You can change that

frigid pine
paper jacinth
#

is the only action you can do with gestures toggle objects?

regal hollow
#

Are you using the new sdk tsuna?

frigid pine
#

i can make finger gestures

#

it should be the newest sdk

#

i dont think my sdk could be so old as to those not existing

regal hollow
#

@paper jacinth you can do almost anything to objects and components on your model

paper jacinth
#

I said gestures

#

not with my model

slim sparrow
#

You should probably delete your SDK and reimport the latest one from the website

frigid pine
#

im doing that

#

freaking weird tho

slim sparrow
#

And then duplicate CustomOverridesEmpty again

#

Yeah, it's weird

#

Maybe some other asset is overwriting it. I know that some people have had their own attempts at making custom override controllers for god knows what reason

frigid pine
#

or somebodys comission file had stone age sdk remnants

slim sparrow
#

Yeah

frosty spade
#

my animations are playing on gestures that i didnt even assign the animation to

slim sparrow
#

@frosty spade one of your animations is too long, maybe multiple

#

You need to make sure that all of your gesture animations only have keyframes on 0:00 and 0:01. None on 1:00 for example.

frosty spade
#

30 seconds is the most for them

slim sparrow
#

That's way too long

frosty spade
#

and i have another character that only goes on 5 seconds and it still happens for that

slim sparrow
#

In fact, that is 900 times too long

#

Make sure you only have keyframes at 0:00 and 0:01

frosty spade
#

alright

#

thanks

#

how would i make a rise animation then though

#

trying to make a mimic appear from a chest and slowly go up

clear yew
#

create an empty game object

#

parent whatever you need to it

#

create an animation for the empty game object

#

disable it
parent it to your model
and use a hand gesture to activate that game object

frosty spade
#

i know i can do that but i want a smoother animation not just 1 moment its a chest then another its a mimic

slim sparrow
#

You need to have an object that animates itself

#

Then activate that object

#

The object activation is only 1 frame long, but the object will play the longer animation itself

paper jacinth
#

is the idle animation played in VR?

#

for overrides I mean

slim sparrow
#

Yes, but the IK will override the arms and head. @paper jacinth

#

The leg idle will work, but the game's IK system might not make certain leg orientations possible unless you unmap a finger bone.

paper jacinth
#

I don't have legs on my model

#

but if I override idle I won't be able to move my head or arms?

#

oh nevermind, you mean my movement will override the idle anim okay, and the idle plays when I'm not pressing my joystick, right?

slim sparrow
#

The idle animation always plays

#

Your hand and head movement will override the animation

#

However, you will lose hand tracking if your controllers are out of reach, out of view, or if you are in the SteamVR overlay.

#

And then the idle will play normally again

nocturne lodge
#

ok so i have a weird issue getting a gesture to work

#

in a nutshell i had it working just fine it was a simple make a item visible in your hand

#

i changed the size of the object to make it fit better now the object wont show up anymore

#

i do know its still trying to do the gesture but it isint showing the object

slim sparrow
#

Duplicate your model in Unity, drag the animation onto the duplicate

#

Then you'll be able to see if it still works. The property might be yellow, in which case the object's path is invalid. Perhaps the object was moved or renamed.

nocturne lodge
#

kk

#

seems like the animation is working i dont see any yellow on the properties

clear yew
#

on the duplicate

#

when you test the animation

#

do you see the object ?

nocturne lodge
#

yes

clear yew
#

on the frame 0.00 and 0.01 you have the same keyframe

#

including the one to actually activate the object, correct ?

nocturne lodge
#

yes i have two properties one to activate the object and one to hide a object on the model

clear yew
#

okay

#

double click on the object when the animation is playing

#

if your cameras gets far away

#

just zoom in

#

without moving it

#

maybe the object got moved very far away

nocturne lodge
#

wait so when making a animation for a gesture you have to have two frames and both have to be the same frame not 0.00 is off then 0.01 is on

#

that might be the problem

slim sparrow
#

They have to be the same frame, yes.

#

Unless you're doing some very specific stuff

#

The object has to be enabled on both frames

clear yew
#

both frame needs to be the exact same

nocturne lodge
#

ok i think that might be where the problem is

#

somehow i got it to work where both frames where different on another avatar so i tried to do the same thing on this one

#

side question when you are enabling a sound to play with a gesture do you do the same thing as well?

slim sparrow
#

Yes

#

Gesture keyframes are almost always the same

nocturne lodge
#

ok cool thanks

magic river
#

Hey folks. Is there a way to add a looping mouth movement to talk?

#

I was looking at the "Lip Sync" option in the descripter

#

I've tried "Jaw Flap Bone" but it doesn't seem to do anything

spring nova
#

You don't want it synced to our voice, just looping on it's own?

clear yew
#

How would you make audio attached to an animation louder. I'm not trying to troll or anything, but it's way too low in-game

spring nova
#

Your falloff settings might be the issue, what are they?

clear yew
#

you mean rolloff? It's linear, min 0 max 25

slim sparrow
#

Set min to 2

spring nova
#

Yeah, the game forces it to exponential rolloff, so when the min is 0 it drops off way too fast

clear yew
#

ah

magic river
#

Naw, I dfinitely want it synced to my voice. But since I can't open my model in blender, all i have to work with is a premade talk animation

spring nova
#

The premade talk animation, does it use bones to move the mouth or does your mesh have blendshapes? Check the skinned mesh renderer component and see if there's a blend shape drop down, should be at the top if it has it

magic river
#

It uses bones to move the mouth

spring nova
#

Yeah, then you're sort of out of luck. You could use jaw flap but it's not very good. You'd have to open it in blender and make them yourself. It's not too bad though, plenty of tutorials out there

#

What do you mean by can't open in blender though?

magic river
#

for whatever reason when I try to import the FBX into blender, all that shows up is the armature and one bone

#

it's really strange

#

it might have something to do with all the " / " marks in the bone names, but i'm not sure

#

.

#

sorry

spring nova
#

Oh yeah, that might have something to do with it

magic river
#

i might just bind the animation to a hand gesture and call it a day

alpine fox
#

So I have a fireball particle bound to my hand, set up with rigidbodies/fixed joint. Does anyone know how I could make it so i can throw it?

#

Preferrably with gravity

spring nova
#

you would use the inherit velocity module, however unforunately inherit velocity doesn't work with the rigidbody/fixed joint thing. You'll have to use an IKFollower instead

alpine fox
#

oof

fierce bane
#

you could do it with particle-triggers technically, though you'd have to pass it "through" the trigger to make it throw...I know I saw a video posted recently...let me find it

spring nova
#

if you're using it for something fast, like throwing, the whole "constantly spawn a particle and kill it over and over" method isn't that good of an idea, since it takes a moment. That method is better for static objects, like reaching in and pulling a book off a shelf. If you're throwing, you'd be better off having a particle die kill on enter of the collider you want to use to throw so that it immediately subemits your actual particle. Only problem is that now you need some way to respawn the detector particle, which can be done with a gesture

#

that still leaves the problem of inherit velocity though, unless you just want it to have blind startspeed

errant oar
#

Any idea why when a certain avatar loads the sound breaks for everyone? Sometimes changing worlds fixes it, but it usually requires a restart. Could it be due to using a .wav file instead of .mp3?

sand crater
#

Quick question, Shift+F1-8, if all of them are filled with emotes, then how does one reset it back to neutral/no animation?

#

Or is having an empty slot a requirement to do so?

clear yew
#

shift + F1 to set to Idle

sand crater
#

Yeah..

#

I'm asking if there's a key to deactivate all emotes/gestures without leaving a slot empty

clear yew
#

i just showed you

#

it's the "idle" animation

#

it's when you dont have any hand gesture active

sand crater
#

Is my question that hard to understand

regal hollow
#

Your question was answered

sand crater
#

I'll take it as a no then

#

Thanks

clear yew
#

your question doesnt make any sense

sand crater
#

It does

clear yew
#

there are only 7 hand gesture that you can map

sand crater
#

Shift+F1-8

clear yew
#

"idle" is just when you dont do anything

regal hollow
#

He answered your question tho

sand crater
#

You can override all of them

clear yew
#

it's not counted as a "hand gesture"

regal hollow
#

Idle is empty

clear yew
#

emote can't be stopped, they will play until they are done

#

"idle" is not a hand gesture

sand crater
#

I've never tried since I've always left the "IDLE" empty

#

but I'm pretty sure you can override it with a facial animation

clear yew
#

the that facial animation will basically be permanent

sand crater
#

Yeah

clear yew
#

you'll have to animate everything else on your model too then

#

or it will just stay perfectly stiff if you only change the facial expression

sand crater
#

Alright, thanks for the answer

clear yew
#

also what the fuck

#

why do you want to change the idle animation for the expression ?

#

just change the blend shape on the "body" mesh directly

tidal niche
#

I want to add a sound to one of my gestures, which formats work?

#

also how do I add a sound

clear yew
#

.ogg /.wav / .mp3

#

apparently ogg is the best one but you can use whatever

#

create an empty game object, put the sound on it, disable the empty game object and activate it with a hand gesture

tidal niche
#

how do I se that to activate?

clear yew
sand crater
#

I just wanted more facial animations as a desktop user @clear yew

clear yew
#

we are pretty much limited to only 7 of them

#

8 if you use idle

tidal niche
#

some of my animated gestures are changing really slowly

clear yew
#

you have one or more hand gesture with more than frame 0.00 and 0.01

tidal niche
#

two of my gestures have a 30-frame tail-wagging animation, and switching to another takes a bit longer than usual

clear yew
#

yep

#

can't have more than frame 0.00 and 0.01 in hand gestures

tidal niche
#

there any way to bypass that?

clear yew
#

no

tidal niche
#

fug

clear yew
#

you can put an animation directly on the tail to make it automatically wiggle

#

you on desktop ?

tidal niche
#

it slowly sways but it shakes ffaster on some gestures

#

aye

clear yew
#

the fist hand gesture

#

allows you to slowly move it

#

i have an animation that make my tail go in front of me

#

if i slowly make the fist gesture it will very slowly move in front of me

#

instead of instantly teleporting in the final position

#

if you don't want to use the fist gesture, you can also put an animation on the tail directy too and disable the animation component by default and activate it with a hand gesture

clear yew
#

i'm pretty sure that if you use a hand gesture to move bones that have an animation on them then the animation will just break

#

what you can do is put an animation that move the tail like you want

#

and activate the animation with a hand gesture

#

so you are not directly moving the bones

#

i usually have a root bone for that

#

i put the wag animation directly on the root

#

and an animation disabled by default on the first bone of the tail

#

nope since i never had that issue

fierce bane
#

@sullen spruce it's likely an animation made with the avatar selected, and not based on the animator position. You can always manually edit them by double clicking properties (as if you would rename them) and change the heirarchy structure (remove "armature" if it was originally outside it for example)

#

or just remake the animation from the animator instead

south eagle
#

Does anyone know how to use an emote override to toggle something to stay active?
Example, I'm making an animation where bits of armor attach to a model, and I want the armor to stay on after its done
I know it's possible, because I've seen it, but no one I ask seems to know.

regal hollow
#

There is a prefab for emote toggling

#

give me one sec

#

This is a decent tutorial on how to do it

slim sparrow
#

Unfortunately it has sync issues

regal hollow
#

prefab is in the video description

#

but ye it has sync issues like rokk says

#

you can sort of fix them

#

by customising the animator to allow 2 gestures

slim sparrow
#

I think a more reliable method is mesh particles, as long as the armor pieces only have to be attached to one bone at a time and not weight painted to two.

regal hollow
#

one for always on and another for always off

#

but thats a bit more complex

slim sparrow
#

Do you need to edit the amount of time the animator is active in the animation in order to do that?

south eagle
#

The thing I'll be doing will only be used in front of people that'd be there to see it, so there shouldn't be sync issues

slim sparrow
#

I still don't know how you did that lol

regal hollow
#

I'm too cool hehe

#

It's been a while since I did it

#

I don't think i touched the animator time

#

I sort of made two toggle systems

#

and made it so they toggled the same target object

#

always on or always off depending on what animation is triggered

slim sparrow
#

Ah, interesting

regal hollow
#

I kept meaning to make a prefab

#

I'll try too later tonight

rain reef
#

Hey, does anyone know of a way to animate an image/text on someones view orb? We play a lot of werewolf and our gamemaster would make different animations to tell people to wake up and such. Any help is appreciated c:

slim sparrow
#

The best way to do that would be a screenspace shader of some sort

rain reef
#

Do you know of any shaders that do something like this?

slim sparrow
#

Bendertherobo has shaders that can do that, an overlay shader for example

rain reef
#

So i make a giant sphere or something on my model without a collider, throw that shader on and add the texture?

slim sparrow
#

Yes

rain reef
#

Thank you very much!

nocturne lodge
#

ive got something weird going on when i try to animate if i start animating on the animator tab the model wont follow where its supposed to be

#

like i have a object linked to my hand but when i want toggle it it doesn't follow and floats

hollow perch
#

is the object attached using rigid body or actually a child of the hand?

#

I think the issue is physics might not function outside of playmode, so when you start animating the avatar goes into that sitting pose and I'm guessing the rigid body isn't pulling the object in that case.

#

What I suggest is to try playing your animation in play mode and see if it does what you want. There's a good chance the animation is actually working unless you are trying to directly move the position of that floating object inside your animation

nocturne lodge
#

its a child of the hand and im just trying to make it popup in my hand

errant oar
#

Hey guys any idea why when I load my avatar in, sound breaks for the entire server? Sometimes the only way to fix it is for everyone to restart their game

short mulch
#

May i get the CustomAnimationOverride for unity plz <33

fierce bane
#

it's in the SDK

short mulch
#

oh thank you

fierce bane
#

VRCSDK>Examples>Sample Assets>Animation> "CustomOverrideEmpty"
make a duplicate and move it to your model path

fossil aurora
#

Hello. I'm trying to create a gesture override for a custom sitting position, everything needs to stay static, besides the head, so i can still look around, while in the gesture (because desktop mode). Furniture on what i'm sitting will be added later on, i just need to figure out how to make the pose work in game. The issue i'm stuck with now is this:

#

Unity animation VS in-game. It looks like the standing idle animation is overlaping with the custom sitting animation, altho that's just my guess, since i'm fairly new to animations, i learn as i go. Any insight in my current progress?!

slim sparrow
#

So, one thing to note

#

@fossil aurora you have separate custom overrides for standing and sitting, right?

#

And you have overridden the sit animation by changing the "IDLE" slot in the sitting controller?

fossil aurora
#

I think we might have different views on the wanted outcome: Let me try to specify... There's a avatar in-game by Miku, found in MikuVR world:

#

That has a animation override, that while standing, he changes in this static pose in his own arm-chair, and is free to move around with his chair.

slim sparrow
#

Ohh, I get it. Sorry, I misread

#

Gesture overrides can only animate your fingers and perhaps your hands.

#

You will have to disable your own mesh and enable a fake model of yourself that sits down

#

You might be able to character joint/fixed joint this fake model's head to your real one so it follows the rotation, but no guarantees

fossil aurora
#

Mkay thank you, that saved quite a bit of headache, regarding this project. On paper it all seemed so simple, summon a prop chair, change animation to a custom sitting one, boom done. Yeah right, Nothing is ever that simple. Thank you again. ๐Ÿ˜‰

neon aurora
#

lol i feel stupid, ive been watching many animation vids and literally cant pull anything off smh

errant oar
#

Hey guys any idea why when I load my avatar in, sound breaks for the entire server? Sometimes the only way to fix it is for everyone to restart their game

granite sapphire
#

I guess this is where I should ask somehow

#

Is there any way in unity to make the particles detect which layer i'm colliding with

#

And use a different subemitters depending on the layer ?

#

I want to add a blood subemitter if I hit a player

#

And just an impact if i hit a wall or smh

obsidian vigil
#

Id try to use 2 particle systems on the according layers shooting simultaneously

granite sapphire
#

Then the second one will travel the player tho would not it ?

obsidian vigil
#

yes... probably

granite sapphire
#

:s

#

Since we can't use custom script it's so hard to do simple thing like that

obsidian vigil
#

true

granite sapphire
#

And the unity forum is doing a maintenance

#

Kms

obsidian vigil
#

Dont

#

o.o

spring nova
#

You can duplicate for each layer after the collision instead of before. The initial projectile can be just one and set to collide with everything, then it subemits two separate detector particles which have size over lifetime, starting out slightly smaller than the initial projectile and ending slightly larger, and those each have their own layer to collide with

fickle slate
#

so uhh, i have a question, i have seen alot of people manage to bypass the audio limit by doing something with the animation key. do anyone know step by step? im kinda tired from being stuck at maximum range 30 only.. ๐Ÿ˜”

torn pawn
#

You don't need more than that range tho, unless you want to be too invasive, which is not cool

fickle slate
#

don't worry, im not using this in a harmful way. infact im sensitive on loud stuff. i just wanna know how to so i can use for my cool animation. the music is chilling sooo... yeah..

fierce bane
#

The base audio has a ridiculously fast falloff, good for talking and limited else. I've got a giant explosion particle animation that can't have a proper sound setup without doing stupid workarounds etc.
Just because someone wants a different sound range or falloff, doesn't mean they intend to be invasive. (IE I only use it when asked, people are fine with it, or I'm in a private/friends world)

slim sparrow
#

They adjusted the sound limits in such a way that you can't earrape people anymore, but unfortunately this means that you have to make your sound earrape-levels loud to be properly audible.

icy crow
#

you can earrape in an animation

fierce bane
#

that....explains why none of my audio files seem to play anymore...so another half-baked attempt at fixing something

slim sparrow
#

No, that was a while ago

#

If your audio isn't playing remove the ONSP Audio script if you have it

fierce bane
#

They do not have it, and this was a change as of the most recent update. The upload worked before it. Several sounds and triggering animations for them were untouched

slim sparrow
#

They did something, but it's very inconsistent. Some of my friends with malicious sounds still work

fierce bane
#

well that's great...malicious ones working and legitimate ones not...

#

Sorry, little irritated with this one...I just came back to work on more animations right as it happens, bad timing I guess...

gentle osprey
#

is there a guitar emote with a guitar attached to it that i can download?

frosty moat
#

Hey all, I have a question about unity, I have a horse that is comprised of two guys in suits, one is the butt one is the front, in Unity I can only seem to designate a single avatar as the animated object, is there a way to make both receive animating instructions instead?, sadly it is not as simple as just adding a second animator to my master empty avatar, as unity does not allow this?

lavish scaffold
#

Hi, I am trying to make a cube move from one place to another. The cube moves very slow at the beginning , then speeds up in the middle, and slows down at the end of the animation. Does anyone knows how to make the animation move at one speed all the time? Thanks

torn pawn
#

@lavish scaffold animatio tab, change to Curves, ctrl+A > rightclick > both tangents = linear

lavish scaffold
#

@torn pawn Thank you very much! I appreciate it

lone bronze
#

Hi guys, I wanted to animate a prop in my hand and I didn't think I had to make a duplicate for it since it's not on the main model. Now my model is broken, is there anyway I can get it fixed ? Or do I need to reimport and do everything again ?

slim sparrow
#

It's fixable

#

Alt+click on your armature to expand the whole armature at once. Select every bone, but avoid selecting any objects that you have added to the armature.

#

In the Transform component in the Inspector, click on the gear icon and do "Revert to prefab" @lone bronze

lone bronze
#

Will it keep everything ? Dynamic bones, colliders, animations, textures ?

slim sparrow
#

Yes

#

It's just to reset the positions and rotations

lone bronze
#

Didn't work

#

Still broken in play mode

#

Any ideas ?

#

@slim sparrow ?

slim sparrow
#

If it looks fine in Unity but breaks in play mode, your model still has an animator controller set. Unset it.

lone bronze
#

Okay and this is not required right ?

blissful grove
#

Is there a way to do a back to the future DeLorean animation where it reach 88mph and it does disappears like the movie

forest dove
#

There's no real way to make an animation trigger based on velocity so you would need to make a full animation that sends the car off then disappears

cedar thicket
#

can anyone help out real quick?

sweet zealot
#

is there a way to make an animation where i cant move for 10 seconds? cause accidentally moving in my animation will mess it up.

spring nova
#

Thats what emotes do

clear yew
#

Make it an emote

spring nova
#

Haha, hour and a half late but within a second of eachother

clear yew
#

Me sad i was last vrcfrown

dry zealot
#

can someone help me? i dont know why my particles are invis ingame lol

dire timber
#

Jw if someone could answer this for me, does the animation controller for the base of the avatar get set by vrchat? I've been trying to see if I can modify the controller rather then the override so I could actually use an animator paramator tied to a gesture

spring nova
#

Yeah it overrides it, you can't use it for anything. Unfortunately there's no way to use parameters with gestures right now

dire timber
#

Oof

#

It's so frustrating cuz I first saw the ability to add the float parameter to an animation of an animator lower in the higherarchy, but it does nothing xD

regal hollow
#

give it an upvote if you want to support ๐Ÿ‘Œ

dire timber
#

Absolutely did :D

#

A function I wanted to do with it is have a statemachine on loop that each state turns on a different partical system, then have a gesture that actually let's it flow. So you hold a button, it cycles till you are on the system you want, let go, and all your other gestures are free to trigger said system

#

But I can't get it to work with the current system

slim sparrow
#

183 upvotes already, oof

#

@dire timber you can do that actually

dire timber
#

How?

slim sparrow
#

By editing a .anim file or generating one through an editor script, you can enable/disable animators. Interestingly, a disabled animator will still play its current animation, but it will stop cycling through states.

#

The prop toggling package has an anim file like that built in that you can probably use and then edit the path with F2

#

So you want to make an animator with one state for every particle system

#

Every state turns the current system on and all the others off

#

And a gesture enables emission on all of them

#

Keep in mind this isn't easy stuff. I made a package for this a long time ago to be distributed among friends (I lost it), and even then it was a pain for people to figure out.

dire timber
#

What's the value for disableing an animator?

slim sparrow
#

It's the same way you enable/disable a component, except Unity won't let you do that through the animation tab. It's m_enabled when you serialize the anim files as text.

#

In your case, you want to have the animator disabled by default

dire timber
#

Right, then hit m_enabled with a value of 1?

#

I was trying to do this before, but i couldn't figure how to target the animator and not the game object

#

Cuz to do what I needed, I wanted the animator in the armature, although maybe I can get around that

spring nova
#

you can put the animator anywhere

slim sparrow
#

Yeah, you can target the animator

#

Not sure how, I've never done manual retargeting through scripts or anything. I just used an existing anim file from prop toggling that already does this.

dire timber
#

You can target an animator higher in the higherarchy?

slim sparrow
#

No

spring nova
#

if you have the toggleprops package, you can just select the animation file you want to enable it, then in the inspector panel use the gear icon top right to add a pulsegate keyframe to the animation. Then you select it and hit F2 to rename it to the path of your animator

#

use behavior.enabled and delete the other one, it adds two

dire timber
#

I'll need to experiment with this when I get home

#

Where could I get the toggle props package?

regal hollow
#

Description of that video

dire timber
#

Thanks!

regal hollow
#

no problemo

dusty plume
#

Anyone know of any issues or sideeffects with animating the Hip bones transforming up and down? Does it work better in Desktop or does it screw up VR?

slim sparrow
#

@dusty plume that's called "root motion" for humanoids. It works in emotes and walking animations, but not in idle or in gestures.

#

It works in idle if you unmap a finger bone and lose your gestures in the process

#

I mean, it sorta works in idle but it'll be scuffed

#

Also, the animation has to have "Bake into pose" ticked for all three root motion options, as well as all "Based on" settings set to Original.

muted prairie
#

that's a city of death if i've ever seen one

undone glade
#

Anyone know anything about that whole Fixed Joint/Fixed Point thing that can probably send me how I need to animate it? I sort of need a refresher course. Unless it was one of the many things that were "fixed".

sand crater
#

Any pointers on how to go about animating ears on models with ears?

undone glade
#

Probably easier to make dynamic if you can

sand crater
#

in Blender?

undone glade
#

Unity

sand crater
#

Oh

#

How do I do that?

undone glade
#

Unless you wanted to do things such as folding ears, lowering ears, etc. Sort of stuff

sand crater
#

Yes

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I want them to do that

#

I don't know how people do it ;~;

undone glade
#

Could probably still do that in Unity by moving bones and setting them the keyframes to 0:00-0:01, or if you're in Blender you could try to make them into Shape keys, which if you manage to do that makes the whole process easier when it comes to animating i'd say

clear yew
obsidian vigil
#

why tho

#

you can just use a fixed

#

without a body assigned

clear yew
#

What are you talking about?

obsidian vigil
#

fixing an object in a world position

#

can be done by

#

placing it in an empty object

#

applying a fixed joint

#

with no reference body

#

done

#

but im guessing the animation is to reset it after youve moved while its on correct?

clear yew
#

Thats exactly what my album is explaining

fierce bane
#

yeah...it's never clear in discord that it's actually an album and not just a single image (other than the /a/)

clear yew
#

Pretty annoying tbh

trail hazel
#

can anyone help me how to get balloon pop animation?

uneven wing
#

How do i add these animations to my avatar in unity to override the normal? i dont wish to animate but to use animations i found
to override emotes

obsidian vigil
#

@uneven wing drag animations on override

#

done

fiery bough
#

anyone know why audio sources in unity dont make sound

#

but when i upload the model the sound works fine in vrchat

obsidian vigil
#

@fiery bough can we switch

#

mine work the other way around ๐Ÿ˜‚

fiery bough
#

wait

#

how

obsidian vigil
#

they work in unity

fiery bough
#

oh

obsidian vigil
#

but no sound ingame

#

๐Ÿคท๐Ÿป

fiery bough
#

dude unity has not been too friendly to me recently

obsidian vigil
#

i may know why tho

fiery bough
#

everythings been messing up recently

obsidian vigil
#

check the rolloff

#

if its set to custom

#

you wont hear it in unity

fiery bough
#

even when i put it to something else i still dont hear it

#

nvm

obsidian vigil
#

neato ๐Ÿ‘Œ๐Ÿป

fiery bough
#

it HAS to be logarithmic

obsidian vigil
#

๐Ÿ˜„

fiery bough
#

the hell....

obsidian vigil
#

now trade with me

fiery bough
#

xd

#

you could just have the distancing screwed or you could have it in the wrong place

#

like the audio source sometimes spawns way far from your avatar

obsidian vigil
#

nope

#

thats the weird thing

#

everything worked before vrchat had its latest update

fiery bough
#

lol

obsidian vigil
#

๐Ÿ˜…

fiery bough
#

when was this latest update exactly

obsidian vigil
#

The one with the Status

fiery bough
#

oh

obsidian vigil
#

Before that came out everything worked fine

fiery bough
#

are we allowed to post screenshots here

obsidian vigil
#

not directly

#

upload it to

#

and post your link

fiery bough
#

i was gonna make a dope particle animation

#

but the ball making the giant space is too big xd

#

feelsbad

#

you guys know any way to work around it

#

some people told me to use a modded sdk but i dont want to brake any rules

spring nova
#

Particles don't count for size

fiery bough
#

i meant the giant space

#

its a huge sphere

spring nova
#

yes, make it a particle

fiery bough
#

with a space shader on it

clear yew
#

Or disable it by default

fiery bough
#

i did but it still doesnt appear

spring nova
#

considering it's something huge like that, I wouldn't want it active all the time anyway

fiery bough
#

actually wait i think something is messed up when i upload it let me try something

#

no it wasnt meant to be active 24/7

#

it was just for the animations

spring nova
#

anything deactivated by default then activated by gesture won't count

fiery bough
#

yes but i think that the ball even when sized down doesnt appear let me try hold on

obsidian vigil
#

@fiery bough does it have a collider on it

#

cuz if yes god have mercy

fiery bough
#

nope

#

it doesnt

fierce bane
#

Just making sure here...are you doing this in an OPEN map or a room when testing in VRC?

fiery bough
#

private gaia night xd

fierce bane
#

had to ask just in case XD

#

double check your animation and make sure the 0:00 and 0:01 are both enabling it. And that it is off by default.
Also double check the override and that the override is on your avatar

fiery bough
#

i did

#

even added pipeline enable to make sure it works

fierce bane
#

screenshots of the setup might help people pick out the issue, I have to head to bed, good luck

fiery bough
#

i think the shader might actually be the problem

obsidian vigil
#

@fiery bough what shader are you using?

fiery bough
#

starnest

obsidian vigil
#

wth is that XD

fiery bough
#

its like a galaxy except it actually sparkles and doesnt look like a crappy png

obsidian vigil
#

ooh

#

thats cool

fiery bough
#

makes the animation look 10000x better

#

its free on unity

#

asset store

obsidian vigil
#

wooooooot

#

i need that

fiery bough
#

you have to mess with the value a lot tho

obsidian vigil
#

is it visible from the inside in unity?

fiery bough
#

yes

obsidian vigil
#

hmm

fiery bough
#

i downloaded a seperate sphere so it could be visible from the inside and out but ill try without the shader to see if it works

obsidian vigil
#

huh

#

a separate sphere?

fiery bough
#

if you use the sphere in unity

#

its invisible on the inside

#

so i literally googled mmd ball

#

and donwloaded it xd

#

and it was the shader that was invisible

obsidian vigil
#

ye

#

its one sided

#

you need cull off

fiery bough
#

the ball is there without the shader

obsidian vigil
#

someone with shader knowledge should be able to tell you where

#

but basically you need to edit it

#

and add 1 snip of code

#

then itll work

fiery bough
#

code?

#

my nightmare...

#

but damn am i happy i got into particles

obsidian vigil
#

nah

fiery bough
obsidian vigil
#

its fine

#

Particles are fun

#

damn that looks sick

fiery bough
#

do you think using a different mmd sphere could work?

#

nvm

clear yew
#

Why dont you use a normal unity sphere ?

fiery bough
#

not visible on the inside

undone glade
#

@clear yew thank you, found where I went wrong with it :+1:

fiery bough
#

and it doesnt matter as the problem is in the shader, not the object

clear yew
#

Starnest?

#

I have it and i used a unity sphere to spawn a sky

fiery bough
#

did u have any problems with the visibility of the shader on the inside of the sphere

#

and if u remember mind explaining how u did it xd

clear yew
#

I used the double sided version of it

fiery bough
#

and i can get that where exactly

#

double sided sphere or shader

clear yew
#

Dunno
It was in the unity package for starnest

fiery bough
#

all i have involving is starnest, starnest hue, and starnest mask

clear yew
#

Your missing a lot of them

fiery bough
#

would you send me atleast the double sided one then

#

would be much appreciated

turbid beacon
#

how do i make text spin

#

in a 360

#

not in a circle

#

in unity

#

?

regal hollow
#

360 degrees is a circle

#

what do you mean

turbid beacon
#

XD

#

srry

#

when use a rotate script

#

it doesnt stay in place

regal hollow
#

You can use scripts in vrc

turbid beacon
#

it spins around my head

#

?

#

vrc?

regal hollow
#

vr chat

#

vrc

turbid beacon
#

im using a script

#

but it just keeps going around instead of staying in one spot and rotating

#

#pragma strict

var spinx : int = 0;
var spiny : int = 0;
var spinz : int = 0;

function Update ()
{
transform.Rotate(spinx,spiny,spinz);
}

regal hollow
#

Why are you using a script?

#

You could just animate it

turbid beacon
#

i could .-.

regal hollow
#

also you cant use custom scripts in vrchat

turbid beacon
#

?

#

how i animate?

#

and thanks

regal hollow
#

no problem, you can just select your object and go into the animation window

#

if you are animating the actual avatar then make sure to do it on a duplicate

turbid beacon
#

okay thanks again

regal hollow
#

no problem

turbid beacon
#

you were a big a help

turbid beacon
#

i still cant seem to make it stay in the same spot

#

and just rotate

#

it spazez out

#

(using animation > rotation)

dark walrus
#

I have a problem.
I want:
2 Humanoid animations.
2 Avatars.
1 Main avatar 1 Mini avatar.

Main avatar dont dance. Mini avatar should dance
I give the mini avatar an dance as Animator, works fine in unity. It gets removed in VRChat and mini avatar is always sitting in a T-Pose.
Any solution for it?

regal hollow
#

You can't use custom animators on your avatar

#

You can do emotes

dark walrus
#

Fuk, any idea how to convert an existing Humanoid animation to my Mini avatar, in case of that only the Mini avatar dance?

frozen swift
#

when making my particle system simulation space world, my particles come out of my character feet? even though its parented to my wrist bone?

regal hollow
#

There is a bit of a trick to fix that

#

you want to use fixed joints, which are components in unity

frozen swift
#

ty

#

only difference is that he has it parented to a game object, il try that

regal hollow
#

no he uses fixed joints and rigid bodies

#

thats the key

frozen swift
#

ahh ok thanks ๐Ÿ˜ƒ

dark walrus
#

Well if nobody is answering me / can answer that question i may have todo it from scratch.

icy crow
#

are you using the animator properties, or the bone movements?

dark walrus
#

Bone i guess.

tulip crest
#

@dark walrus If bone properties, refactor the animation bone hierachy, it is simple, press F2 or double click to rename the key, but may cost you a lot of time. If animator properties(like start with Animator:), you can move the animation to the mini avatar, add Animation component, change animation to legacy animation, disable the Animation component by default, and in your parent avatar, use an animation to enable mini avatar's animation component

wind swift
#

Is there a guide anywhere on how to make a weapon do an animation after its drawn, I know how to add a weapon to my character and particles and ect, but for example: how would I make a minigun barrel spin while firing?

spring nova
#

There is a way to enable just an animation on it's own, but that's not what you'd want in your case because when it stops, it doesn't reset it just pauses wherever it is. Instead what you want is to just have a duplicate of the minigun with an animation that's shooting. The gesture that enables that would also turn off the idle minigun, and vice versa

wind swift
#

I see

#

So similar to how I would make a sword look unsheathed when drawn, by having two of them and just disabling the one that isn't equipt

spring nova
#

Pretty much. And you can put the firing one inside the first so that you ha e to activate both at the same time, if you want

wind swift
#

Last question about this, i've had issues importing weapons with armatures into unity and putting them on a character, how would I get a minigun with bones in so I could spin the barrel?

#

last time I did this unity considered the weapon the avatar and not my character, despite everything it was weird.

#

usually I just add a weapon mesh

spring nova
#

This happened when you tried to click create animation?

wind swift
#

It was when I uploaded, everything seemed fine, but upon uploading and going into the game it screwed my character up it was hard to explain

#

it was a while ago, when I didn't know as much though, so it was probably just a parenting issue

#

i'll give it another shot and see if the problem persists

spring nova
#

When you click create animation, bring the thing you want to animate outside your model first, then you can bring it back in after it has an animation. Idk if you know this or not, but it sounds related because if you don't drag it outside, it will create the animation on the model itself instead

wind swift
#

interesting

#

so i'll drag the barrel out before spinning it

#

thanks for the info i'll give it a shot

sand crater
#

Is it me or is it impossible to take an animation you've created and edit/make changes to it afterwards?

#

and if it is, how do I open .anim files so I can edit them?

#

thanks in advance! ๐Ÿ˜„

fierce bane
#

@sand crater to edit an animation file, make a duplicate of your avatar and drag/drop that animation directly onto your duplicate. It should allow you to access it in the animation pane after doing so and clicking on the pane.