#animation

1 messages Β· Page 86 of 1

sand crater
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Thanks

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Seems like it just doesn't wanna work

fierce bane
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also, you are free to delete the duplicate afterwards (and the controller it makes) without risk of problems

sand crater
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Yeah, I tried dragging it a few times and it did that

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for some reason it says it's missing

fierce bane
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If your duplicate already has a controller on it, remove it, then drag the animation (from the project pane) onto the avatar duplicate

sand crater
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even though it's named the same

fierce bane
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don't drag the .anim file from a file explorer into it, but from the "project" window

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Is it saying the animation is missing, or something in it is missing?

sand crater
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The GameObject or Component is missing

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but it's not

fierce bane
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in the animation pane or is that an error that's popping up?

sand crater
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It's within the animation pane

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highlighted yellow

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saying it's missing

fierce bane
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was about to ask if it was yellow XD

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click it once, pause wait, click it a second time. You can check the exact path it's looking for that way

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if your hierarchy changed after it was created (like you moved things around) it may be unable to find it as it is looking for a specific path and not just the named object

dark walrus
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Thanks @tulip crest vrclove

sand crater
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Guess I'll just recreate them since they're simple enough

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thanks though, Himeki πŸ˜„

fierce bane
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Alright, it's a good thing to learn if you plan to make more complex ones though. If you edit that path it's looking for you can fix it without recreating all the keyframes

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so if it's looking for armature\hips\thing1 and you moved it to the armature from the hips you'd just edit it to be armature\thing1 for example

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I forget if that's the correct slash though πŸ˜›

sand crater
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Weird, now I can't attach the Animation>Enabled option anymore because it doesn't show up >~<

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Oh

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just applied it to the mesh instead

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Never had to do that before

fierce bane
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you could try clicking the record button, checking/unchecking the enabled option and unchecking record to do it as well πŸ˜›

sand crater
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I can't imagine doing an actual animation and not just some facial expressions πŸ˜…

fierce bane
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I don't usually even bother with it for particle animations, I just time the delays instead...I'm not a fan of the system

obsidian vigil
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Quick question, if i use an animator for my minigun is it possible to get a smooth transition between the barrel starting to spin and spinning?

spring nova
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yeah, go to the curves tab in animation

obsidian vigil
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wont it loop and start from the beginning though?

spring nova
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Have two animations; one that starts up and one that loops. Put both animations into the animator, with the beginning state being the startup and then transition to the looping

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that's in the animator tab, up top next to game, scene, and asset store, not animation tab

obsidian vigil
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alrite

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thx :3

uneven wing
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how to i attach a Audio file to a emote?

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i think i know how to do one with a gesture

stray sinew
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throw an audio into empty game object(in model's armature) hide it, then activate that game object in the gesture/emote animation

quasi hinge
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They said emote.

stray sinew
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Same setup my dude lol

quasi hinge
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And?

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You say y and they want x.

stray sinew
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Its the same thing you do the same for both

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They are equal

red moat
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i have a little question about the prop toggling. I followed the tutorial and it works like it should. What i wanted to do now is activate game objects within the toggled prop. for example. i want to use my marker, but not everytime when i do the fingerpoint, only if i use the prop toggle before. so what i did is making the prop toggle and putting the marker inside. and set my fingerpoint gesture to use the marker. but i dont seem to be able to activate any gameobject with a finger gesture inside a prop toggle? is this even possible or am i missing something? this way i wanted to save some finger gestures and reduce the amount of avatars i use for specific actions

spice kindle
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Which tutorial did you follow?

red moat
lunar pasture
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Hi, Can anyone help me with my run animation? I'm having orientation issues, the legs are pointing sideways

pastel sparrow
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Does someone know about sitting animation? How i can edit it? Fucking sitting animation, model's pose, when i sit on chair? I can't find anything about it

muted prairie
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@lunar pasture Do you have a screenshot ?

lunar pasture
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If I've not fixed it this time I'll take a pic, it looks fine in unity

icy crow
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its the idle animation in the "Custom sitting anims" @pastel sparrow

lunar pasture
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@muted prairie I got it working, thanks anyhow

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Can I pester you with a little feature request tho, seen as you're here

muted prairie
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If you have a canny post to go with it, sure iris

lunar pasture
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Can you make it so we can choose the audio device in game? the number of times I've had to restart cos I can't change the game audio to my headset, it's a little frustration I'm sure I'm not alone with

pastel sparrow
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@icy crow but how i can open it to edit? If i use same override controller for standing and sitting anim?

icy crow
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you have to make your own animation, then drag it into the override controller

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then put the override controller on the avatar

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walking/running animations are pretty tricky to make

pastel sparrow
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Okey, ty

turbid beacon
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anyone happend to know why animations arent coming up under properties?

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only transform,amature,body Are coming up

raven glade
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With Cloth, What would i need to select to have the clothes reset in a gesture?

spring nova
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The cloth component itself

bright loom
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Anyone explain how to set an idle animation for ears

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to just twitch

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I know its animator but thats all i know :<

nocturne yarrow
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@bright loom if you just want them to twitch just create it the same way you would create a custom blinking animation, I'd provide a lot more information on how to do it but I gotta head off for college for a few hours. It's not really that hard to make. Hopefully someone else could explain it if you dont know how.

slim sparrow
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If you want them to twitch it's probably easier to put an Animator component on the parent of both ear bones. @bright loom

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Doing it with a legacy animation is not advised unless you want to disable the twitching in a gesture.

mystic spindle
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Guys is it possible to export blender animation to a humanoid avatar?

regal hollow
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ye

mystic spindle
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yeah but for some reason this happens

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even if it's supposed to be like this

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what am i doing wrong?

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Guys please help

paper kraken
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I have a long animation on my gesture( Crazy Ali memes) but when I use different gesture, the animation still doing the same instead using different one

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@mystic spindle Did you set them humanoid before extracting to hierarchy?

slim sparrow
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Gesture animations can't be more than 1 frame long

paper haven
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Does anyone have the hand posing info for the ok-hand emoji alot of models seem to use?

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like, the animation file

fallen cave
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Help, I'm adding an item with the sound to a model but I noticed that the item is always there and animation doesn't work. Also, the sound starts immediately at spawn and when I select the Avatar in the menu. I just want that both sound and items will appear only when I do the gesture. I don't understand where's the issue, help.

paper haven
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@fallen cave Do you have "Play on Awake" ticked on the Audio Source?

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You can do what I do, have play on awake ticked but deactivate the audio source until you activate it with your gesture

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Play on awake will make it play once as soon as it's loaded into the world

fallen cave
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@paper haven Yeah, I have "Play on Awake" but I think that the problem is that the item is always in my hand and it's not activated by a gesture (I don't know why, I set it on "Rock 'n Roll" but nothing). Maybe that's why the sound starts at the beginning, and I need help for that T_T

paper haven
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Did you make a new animation of the object being turned on? It should be off by default

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and then you assign that animation to the Rock n Roll

fallen cave
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I used the CustomOverride on both Custom Standing and Sitting animations, then selected it and dragged the fingers animation onto "Rock 'n Roll" and pick "Detach"

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Now I'm trying with the "Thumbs up" since, maybe, "Rock n Roll" is broken on my avatar

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(don't know if that's the case, it's the first time I make an avatar animation @paper haven)

paper haven
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uh

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No, what you need to do is make a new Animation Overider

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and make a new animation, which will be your hand item appearing

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you slot that into the rock n roll slot and put that on yeah, the custom sitting and standing slots

fallen cave
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Oh, you mean going into the VRChatSDK folder, duplicate the customoverider and drag the copy to the assets folder of the item, and use THAT Overrider?

paper haven
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You can do that yeah, but you can also just right click, and create new Animation Overrider

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and slot avatarcontrollertemplate into the slot when you click on it

paper haven
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There you go

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now make an animation of the item in the hand appearing and the audio source activating

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and slot it where you want in there

fallen cave
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Okay, I did the animation and dragged in "Thumbs Up" (dont mind the name lol)

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Then I right clicked the item and added a sound, just to make a test

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@paper haven Builded and as soon as the "New Avatar" tab opened up I heard the sound. Now... I don't know if that's supposed to be normal

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*built

paper haven
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If the audio source is activated and enabled, it'll play if "Play on awake" is enabled.

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you need to turn off either the object or the aurdio source till the animation activates it

fallen cave
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Oh, so it plays at the start and when you activate it?

paper haven
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Uh, no

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Play on awake means it'll play as soon as it's loaded and not again unless "Loop" is ticked

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you need to turn off the audio source or the object itself if you want the sound to play on cue

fallen cave
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Okay, so let me figure out. With "Play on Awake", the sound will play at the beginning. In my case that I want that audio to be played only upon activation of the gesture, I need to do what? Because I don't really know how to turn off audio source / object

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@paper haven This thing is really making me crazy because I followed a tutorial but, for some reason, it's not working on me. I guess I missed something back in the animation config.

paper haven
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basically

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"play on awake" means it'll play every time the object is loaded into the scene

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so if you turn it off/on

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it'll play it once each time

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You'll have a tickbox next to the orange speaker icon, to turn off the audio source

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turn it off by default and the animation turns it on

fallen cave
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Ahh, so ticking that box makes the sound play only upon activation of the object?

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I mean, by ticking it off

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@paper haven let me give it a try

paper haven
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Yes

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if it's on play on awaek

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you're deactivating the audio source and then the animation should re-enable it

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if you've done the animation correctly

fallen cave
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oh thank you man

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Now I'll test it

paper haven
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you may have de-activated the wrong thing

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but that's the basic prinicple

fallen cave
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The item is always there and always activated. So I can't use the gesture to deactivate it or trigger the sound

paper haven
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uh

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is it attached to the sign?

fallen cave
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yup

paper haven
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then

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decativate the sign

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and make your animation activate it

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unless you want it to always be in the hand

fallen cave
paper haven
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no

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remove the animator

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i mean decative the object itself, the tick box next to the blue cube at the top

fallen cave
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Oh okay okay

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So that now it only activates by using the gesture?

slim sparrow
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I have an object with an Animator that actually transitions between states.

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How do I get it to start from the first state every time it's activated?

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It just restarts where it left off

tulip crest
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copy the first state and make transition to every final state?

stuck spade
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heya can someone tell me what animations in the custom override are for the sprinting? i cant see the difference between normal walk and run uh.. im dumb

tulip crest
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SPRINTFWD

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it means sprint forward

stuck spade
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i know that but i also need the sides and back, im still confused between sprint,walk and run uh

tulip crest
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I think it's STRAFELT135/45? I don't test it, i guess the number is the angular, and LT means left, RT means right

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and i guess there is no sprint backward

stuck spade
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ah okay. Could you maybe tell from the pic everything that is sprint (not normal walk)?

tulip crest
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sorry, i don't understand, what do you mean?

stuck spade
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i want to play music while i sprint

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but when i walk normal not

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and im confused about what is sprinting

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i know left and right but not whats now sprinting and normal walk

tulip crest
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think about speed 1 is walking, speed 2 is running, and speed 3 is sprinting

stuck spade
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there is only 2

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normal walk and sprint

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you can walk ingame only normal or faster with shift for me

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i dont think it has 3 types

tulip crest
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what are you playing with?

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pc or vr?

stuck spade
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desktop pc

tulip crest
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what is going on when you press shift and w? could this be sprinting?

clear yew
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there is 3 type

stuck spade
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really? OwO

tulip crest
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I saw posy to 5.96 is sprinting

clear yew
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there is walk
running
and sprint which you can only see in really fast maps

stuck spade
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oh

tulip crest
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like change world mod speed to 5 or 6

stuck spade
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i want the things with shift + w so i have a sound on while running

clear yew
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it's all the "run" then

tulip crest
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it is walking when just press w right? @clear yew

clear yew
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yes

stuck spade
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run back, forward and runstr all is running with shift + w? thanks!

clear yew
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yeah, you have all the different direction when you run

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that's why you have those "strafe 45 /135"

stuck spade
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i wonder why they didnt just write runleft walkleft sprintleft

tulip crest
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you can put it on sprint as well, so that in some special map, it wont affect you

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like in my map, runSpeed is 8, so it will be sprinting when you press shift+w

cedar pawn
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Somebody knows if there is a "easy" way to "Audio Visualization". Like particle that react to the music or anything?

spring nova
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Yeah, but you have to animate it beforehand and just play out that static animation

clear yew
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there is a plugin for blender to allows for that i believe

cedar pawn
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Well i found a lot of plugin and script to make it realtime. But is there a way to "record" the animation so i just play a animation in vrchat.

vital laurel
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I'd like some help with getting an avatar to float above the ground
I'd like for the view position to remain low so that the IPD scaling works

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Basically, I'm wanting to make an avatar that is a super small humanoid, stays about 1m off the ground, and has the IPD scaling relative to the size of the humanoid model

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I know it's possible. There are some fairy avatars I've seen that do it

cosmic idol
clear yew
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@cosmic idol

vital laurel
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Or maybe there's another way to do the IPD scaling

cosmic idol
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@clear yew Thats what i needed ty

clear yew
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np my dude

muted prairie
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@vital laurel Doesn't the ipd scale if you're using an empty game object as your source for the avatar descriptor ?

fickle slate
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do anyone know how to trigger an sound as soon as it collide something ? like for an example, i just fired a rpg rocket and i want it to trigger an explosion sound as soon as it hit something. if anyone do know how, then please do tell me. thanks ^_^

fickle slate
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no one? ._. welp ouff.

ivory lagoon
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i'm putting a gun anim on my character but for some reason the gun rotates during the animation, but not when it's just sitting still

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there's no second key so i'm confused as to why it's moving

clear yew
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@fickle slate you can't without scripts

fickle slate
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@clear yew how 2 script 101 ?

clear yew
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Google

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also you can't use custom script on vrchat so it's pointless

fickle slate
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I did and I haven’t found any decent tutorial

ivory lagoon
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wait a second i figured out the problem but now i have an issue

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so the gun is parented to the holster because that's where it's attached, do i parent it to the hand for the animation model?

clear yew
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you usually have 2 guns

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one in the holster and one in the hand

ivory lagoon
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ah, so i hide the one in the holster when the gun is active on the animation model?

clear yew
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yes

ivory lagoon
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alright... i tried to do something like this before and failed so hopefully i can get it this time

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thanks!

clear yew
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so i haave this avatar with facial animations for gestures and when i go to a certain gesture like my thumbs up and i try to go to another gesture after that it sticks to the animation before it for like 2 seconds then slowly turns into the gesture i changed to, any fixes?

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yeah, only use the frame 0.00 and 0.01

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i do, its really weird

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ill do a quick search in my animations and ill see if there is a 0.02

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check at the 1 minute mark too

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okay

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since it happens a lot with my thumbs up gesture, im gonna check it first

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i have found the problem

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there is no 0.01

ivory lagoon
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i know it's based on preference but what do you guys recommend as hand gestures for guns?

clear yew
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handgun

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handgun, rock and roll

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and i usually shoot with thumbsup

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i like to use actions for rock and roll

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its like those action games

ivory lagoon
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awesome thank you!!

clear yew
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press the trigger and bam

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you're welcome my guy

ivory lagoon
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oh boy so it messed up pretty badly

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despite not having a second key it's acting like i do

clear yew
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check better

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when an animation blend like that into other gesture

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it's because one of them is more than those 2 first frames

ivory lagoon
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i zoomed all the way in, there's no second key D: on either anim

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his hand opens/closes very very slowly out of the gesture? but there isn't a second key

clear yew
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you need frame 0.00 and 0.01, you have those 2 ?

ivory lagoon
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wait i need a second key?

clear yew
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yes

ivory lagoon
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that might explain a lot

clear yew
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you need a start key and an end key

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and you can only use the first 2 frames in hand gestures

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thats why mine went slow

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you MUST have a second key

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literally, MUST

ivory lagoon
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lemme see how adding those keys affects it, the gun was still in the holster when i activated the gesture

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and oooh... i don't know how i missed that

clear yew
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ctrl c ctrl v

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the 2 frames needs to be the exact same btw

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so just copy paste them,

ivory lagoon
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awesome lemme try that real quick

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though another odd thing is the gun isn't in his hand correctly, but in the scene it is...

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it's like slightly forward

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could that be related to the key issue?

clear yew
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might be

ivory lagoon
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ah sweet that fixed the slow issue but not the overlapping gesture issue

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it seems like the gesture where the gun is static (not shooting) isn't working

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the animation models keep resetting so they have the same animation even though i keep changing it and the gun is still in the holster when i activate the animation

clear yew
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send a screenshot

ivory lagoon
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lemme take a gif for you real quick

clear yew
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kk

ivory lagoon
clear yew
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i use oculus

ivory lagoon
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but the gun is still in the holster and the static gun animation doesn't activate... it seems like it's the shooting anim for both gestures which makes no sense

clear yew
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send me a screenshot of the animation in unity

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like the tab

ivory lagoon
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for both anims?

clear yew
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yes

ivory lagoon
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the animation model i set for the static gun keeps changing it's anim back to the shooting anim when i click on it

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one sec lemme get those for you

clear yew
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well

ivory lagoon
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did i set something up wrong?

clear yew
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hmm

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are the animations in the same override?

ivory lagoon
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yeah, i think so D:

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i can't figure out why my one animation model keeps switching back to the other animation

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it's whenever i click out of it it switches back

clear yew
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check if there are duplicate animations for 2 gestures or more

ivory lagoon
clear yew
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i see the problem i think

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you didn't set the other animation clips to what they're suppose to be

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they're just none

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you only have the pistol animations

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doesnt matter

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yea

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uhh idk

ivory lagoon
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this is so odd, it's gotta be something with the model that keeps switching back

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but i also wonder why the gun in the holster stays since i have it hidden on both animation models

clear yew
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from the screenshot i only saw the deagle marked off, and that sprite only

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did you add that property and have it not marked off?

ivory lagoon
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oh wait does the holster gun have to be added as a property and unchecked?

clear yew
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you need 2 guns

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one in the holster

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one in hand

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the one in hand is disabled by default

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when you use the gesture, you activate the one in the hand and hide the one in the holster

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yes julda, yes

ivory lagoon
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oh my god i'm an idiot that should've been so obvious

clear yew
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yes yes

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you new to making that happen?

ivory lagoon
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yes xD i don't have a lot of experience in doing animations sdlkjfsd

clear yew
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lol

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my first time trying to make a custom gesture i think was about 6 months ago

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something like that

ivory lagoon
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okay that should fix the appearing holster problem... but now i need to figure out why this animation model keeps switching back

clear yew
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now i'm on blinking animations and stuff

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well, idk

ivory lagoon
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also oooh! my first time was a while ago and it was literally just an aura animation that i bsed

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i've never done a weapon before

clear yew
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what is a while ago

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like 3 days ago?

ivory lagoon
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a few months ago easily

clear yew
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ah

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i got it down after a bit

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i experimented with hats and it went down

ivory lagoon
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i need to do some more experimenting

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i definitely want to do more weapons

clear yew
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yep, i have like 7 avatars that went bad

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you gotta do some testing

ivory lagoon
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i wanna get an rpg on this guy at some point hahah

clear yew
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an rpg?

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if you're gonna make it shoot you're gonna need some world particles i think

ivory lagoon
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rpg launcher

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oh i'm gonna keep it sinple

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simple*

clear yew
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ok

ivory lagoon
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i wanted to find out how to do bullets with this gun but just said screw it and kept the little flash

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and pulled the gun sound effect from the show he's from

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i'm so happy with how the shooting animation is working but i wanna get the darn normal gun working skdljfsd

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do i have to add the audio source and particle system to the one anim and keep it unchecked too?

clear yew
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adding an audio source you would need to add the distance to like 1 to 100

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then play on awake

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particle system eh

ivory lagoon
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oh i have everything set up! i just want to get it to not shoot when i do the handgun

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it's making it shoot when i do the hand gun and rock n roll

clear yew
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eh idk

ivory lagoon
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tfw you try to build on one of the animation models and have a heart attack because of all the red errors

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i thought i messed up my model for a second sdlfjksd

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lemme see if leaving those unchecked does the trick

clear yew
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kk

ivory lagoon
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the good news is the holster problem is fixed

clear yew
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yrp

ivory lagoon
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noooow it's the gestures messing up...

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the shooting gesture works perfect (rock n roll)

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when i do the finger gun it makes the sound for a split second then stops and i can't shoot while i'm doing the static gesture

clear yew
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redo that animation

ivory lagoon
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the static one?

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should i redo that animation model too?

clear yew
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yes

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redo both

ivory lagoon
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rip... okay let me try that

clear yew
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also have you set the custom override to the avatar thing

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the avatar controller

ivory lagoon
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it's empty

clear yew
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when you're done redoing those animations, put the custom override in it

ivory lagoon
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on the animation models?

clear yew
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no, the avatar controller

ivory lagoon
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i'm confused, wasn't i doing that before?

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when i put the animations in the controller

clear yew
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the custom animation override

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?

ivory lagoon
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i duplicated the model and that's what i see

clear yew
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that is the idle

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read the animation name

ivory lagoon
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how do i make a new animation sdkljfsd

clear yew
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lmao

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first you set the animator controller to none

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then create new

ivory lagoon
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where is that sdlkjgskl

clear yew
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lmao

ivory lagoon
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im sorry i'm so dumb with unity

clear yew
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look to your right

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select your avatar you want to do

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wait

ivory lagoon
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OHHHHH

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found it

clear yew
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i have multiple sprites of the same avatar because thats how i make my animations

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they are hidden tho

ivory lagoon
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WAIT

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i think i just found my problem

clear yew
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mhmm?

ivory lagoon
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sjohffljdkglkj i already deleted the animations of course i did

clear yew
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lol

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do you have different sprites for different animations?

ivory lagoon
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the stupid controller for the static model was set to the damn controller for the shooting model

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aghhhhhhhhh

clear yew
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rofl

ivory lagoon
#

now i have to redo all this

clear yew
#

or just copy and pastte

ivory lagoon
#

i already deleted the anims in the assets

clear yew
#

oof

ivory lagoon
#

i can't figure out what's still wrong

#

i assume it's normal that the gun flashes back into the holster whenever i take a shot? or is that an issue

clear yew
#

it's not supposed to flash back

ivory lagoon
#

i have no clue what else can be wrong... everything's disabled where it should be, the anims have different controllers, i assume the animations are set up correctly

#

it's all working in the scene but not in the game

clear yew
#

how did you setup the whole thing ?

ivory lagoon
#

what do you mean? as in animations/models or?

clear yew
#

hierarchy

#

i assume you used particle for the shooting?

ivory lagoon
#

yeah, it's a particle that flashes quick

clear yew
#

when i personally do

#

i make one single gun

#

with a game object parented to it

#

and i put particle on that game object

#

and disable the game object

ivory lagoon
#

lemme try that and see if it makes a difference

#

both are disabled on the animation model with the non-shooting gun

clear yew
#

FingerGun = Hide the gun in holster and show the gun in hand
Thumbsup = Hide the gun in holster and show the gun in hand and enable the game object to activate the particle

ivory lagoon
#

it's literally one problem after the other

#

that fixed the gestures being acting the same, thank you so much

#

but now it's not letting me overlay gestures where i can hold the gun and shoot at the same time

clear yew
#

what do you mean?

ivory lagoon
#

so i have the static pistol set to handgun and the shooting set to rock n roll

#

when i do a handgun it summons the static pistol

#

but i try to do the rock n roll on the other hand to shoot and it doesn't work

#

unless it doesn't work like that

clear yew
#

it should work

ivory lagoon
#

my hand just goes stiff on the other hand and nothing happens

clear yew
#

i dont know, never had any issues like that

#

animations probably fucked

ivory lagoon
#

ugh im not redoing all that again

#

the gesture is clearly working on the opposite hang it's just not activating

#

hand*

fossil fern
#

Anyone know why when I use the same shapekey (i used for blinking) to do a facial expression it break the blinking animation ? I could duplicate the shapekey but I still don't understand why it do that 😫

granite sapphire
#

^ I don't understand either.

slim sparrow
#

@fossil fern the answer is Write Defaults

#

And @granite sapphire too I guess

#

When any animation in your animator has a property defined, by default, it will write defaults when not active

fossil fern
#

πŸ€”

slim sparrow
#

So if you have a gesture override that sets a certain shape key to 100

#

When that animation is not active, the animation is actually forcing the shape key back to 0

#

Unless another animation in the animator wants to override that

#

The game's built-in blinking is managed by script (most likely), but the animator is overriding it

#

The only way around this is by using legacy Animation components and activating/deactivating those instead

granite sapphire
#

Thanks a bunch for the informations ! :)

slim sparrow
#

This is also why you can't turn off lipsync in an animation

#

Although I have never tried putting it on a legacy animation

fossil fern
#

my anims are legacy

ivory lagoon
#

so question!

#

cause i wanna avoid using these hand gestures and accidentally triggering them all the time

#

i have a gun on my avatar, i originally had the gestures as handgun for hold and rock n roll for shoot. handgun would work but when i did rock n roll on the other hand that wasn't holding the gun it would never activate the shot

#

(the hand went stiff so the animation IS working)

#

i experimented and switched it to point as holding the gun and fist as shooting and it worked when i did the gestures on the same hand

#

is it not possible to use the other hand to overlap a gesture...?

fierce bane
#

@lofty crypt if you want some input, the smoke shouldn't drop so heavily. The rest looks really good though

#

the smoke trail on the projectile I mean

lofty crypt
#

yeah ive been messing with it

#

before it was really bad

#

being the first image

#

ive changed it since being the bottom 2

fierce bane
#

alright, figured I'd mention it. I know I'd want the input πŸ˜›

fierce bane
#

is that a newer one?

lofty crypt
#

Yes

#

Right off the bat I know I need to move up the particle

clear yew
#

How would I go about adding a dance to a model I unhide during a gesture (if it's a different model than mine) and being able to move around while it plays?

#

Is there any tutorial?

slim sparrow
#

No tutorials, but it's pretty easy

#

Drag a new instance of your model into your hierarchy, next to your Armature and Body.

#

Drag the dance animation onto the model

#

This will give it an animator controller that auto-plays the dance @clear yew

#

Then just enable the model on a gesture and hide your own mesh

clear yew
#

What if I want to move around while the model plays and stays still?

slim sparrow
#

Oh, you want the model to stay still in the world

#

In that case, combine it with Svelsien's world object tutorial with fixed joints. Hold on

#

It's an album so make sure to click the link

#

I'd like to add that you should set the regular Drag to infinity too, not just angular drag

clear yew
#

Ooo okay, thank you
Instead of using a new instance of my model, if I want to use a different model do I need to connect the vmd to the model in Blender? And does the different model need to be humanoid?

slim sparrow
#

You can use any model with this method

#

Just make sure it can play the animation

#

Whether it's generic or humanoid doesn't matter, the principle is the same @clear yew

clear yew
#

Thank yooou, going to try doing all of this now 😀

#

(btw, that album is pinned in this channel)

fossil fern
#

I have to ask , does it matter how heavy a animtion is ? I don't want to bother other player but I have a big anim πŸ˜…

slim sparrow
#

Yes and no. It depends on what the animation does

#

Large audio causes lagspikes when activated, not sure how to get around that.

#

Activating more meshes or laggy mesh particles is also a big no-no

#

Mesh particles can be optimized by instancing them, disabling shadows

#

Actually, additional meshes don't have to be laggy either if they're properly optimized

fossil fern
#

It's a dance so It just move the bones but it's kinda precise so there's alot of key in the animation.

#

My unity is even "lagging" when I open the animation tab with this emote

slim sparrow
#

Yeah, that's just while editing the animation

#

Animations that move bones should not be too laggy.

fossil fern
#

Ok thanks , I just hope I found out why when I use this emote it break all the other emotes. They all finish earlier than they should (even the original vrc one)

ripe torrent
#

does anyone know how to make an object rotate with your hand?

#

nvm

eternal topaz
#

what is the overwrite controller slot for not touching the controller?

#

not the open hand, but the other one

fierce bane
#

it's just "Idle" (which is also the stance and everything else)

eternal topaz
#

ok, so I want to have my sword sheathe enable and disable my sword based on if i have it equipped

#

I have an enabled and disabled animation

#

should I put the enabled on the gesture I want, then the disabled on idle?

fierce bane
#

If it is disabled by default, and you set the animation to enable it. It will disable when you release the gesture

#

you don't need to override the Idle for that. Anything set by default will return to that state when the gesture is released.

eternal topaz
#

oh ok i see

fierce bane
#

so basically you just want to enable the blade of the sword when you equip it, so you can draw it and have it out. And when you sheathe it (and release gesture) the blade disables?

eternal topaz
#

so i'll set the default to have the sword disabled, and the sheathed sword enabled

fierce bane
#

yes

eternal topaz
#

and have the gesture disable the sheathe sword and enable the held sword

#

that makes much more sense

fierce bane
#

yep, you've got it

#

remember to make a duplicate of your model to make the animation on

eternal topaz
#

thx for the help

fierce bane
#

That avoids messing up the normal avatar. You can delete the duplicate after you make the animation. (and the "<avatar name> (1)" controller that it creates as well (usually same folder as the animation that was made)

eternal topaz
#

yep i already did all that, I just needed to set the right stuff to be enabled/disabled

#

ok new problem

#

i went to test it

#

and it seems like I have to do the gesture on both hands for the weapon do make the sheathed sword go away

fierce bane
#

@eternal topaz make sure to copy the 0:00 frame to 0:01 in the animation so they're both the same. It should only require one hand using the gesture to both activate the drawn sword, and deactivate the sheathed one

eternal topaz
#

yes everything is 0-1

fierce bane
#

and it's 0:01 for the ending frame, not 1:00

eternal topaz
#

yeah 0 frame to first frame

fierce bane
#

I'd check things over, I'm certain it works as I've got a staff I do the same thing with. Drawn from back into hand. Toggles back-staff off and hand-staff on at the same time

eternal topaz
#

hmm, I don't think I am doing anything wrong, it is one animation set to one gesture, and the weapons are disabled in the proper way

fierce bane
eternal topaz
#

yes

#

and i tested it more, and it seems like it is only the left hand that disables the sheathe weapon

#

the right hand will spawn the sword, but won't disable the other

#

but the left hand will spawn and disable properly

#

*doing the gesture in that hand

fierce bane
#

that's...weird....so one hand activates one and the other the opposite one?

eternal topaz
#

no, the left hand does exactly what I want it to do

#

but the right hand does not disable the weapon

#

but does spawn the sword

#

are you using vive?

fierce bane
#

I don't have a clue on that...that's really weird. Maybe someone else can offer help on that

#

I don't have VR yet. I have had things tested in VR with things I've done for friends though.

eternal topaz
#

oh ok

fierce bane
#

if you're using a trigger, make sure you do a full pull...only thing I can think of

eternal topaz
#

i think it might be because the oculus has its' controllers mirrored

#

and the vive has commands for each controller

#

so there might be some strange programming stuff idk about

fierce bane
#

gesture wise in vrc only a custom avatar controller would be able to separate gestures between hands (and we can't do it until they implement it)

eternal topaz
#

well i put in a bug report, so maybe someone with a bit more knowledge can help me

fierce bane
#

as far as I know it should work with either hand...I have no idea why it would only half work too...if it was per controller, it wouldn't even do the other half that does work

eternal topaz
#

Β―_(ツ)_/Β―

fierce bane
#

maybe someone else here will have an idea on that one when the drop by

eternal topaz
#

I would assume so, but I think i have encountered this issue before, and just didn't realize what it was doing

#

I did something similar with a shield, but that was a while ago, and i didn't know as much as I do now

clear yew
#

How would I get the mouth to move with the dance and/or the blendshapes? They don't seem to import with the animation

#

you need to have your model as a .fbx file and go into the animation and do add properties, (your model), body

#

you should see the blendshapes

fierce bane
#

Is there any way to toggle an idle/walk/etc override via gestures or other animations

#

As in activate gesture/etc to switch from normal idle to a different idle

clear yew
#

@clear yew I see them all, so just add them all manually?

#

not all of them

#

only the ones you need in the animation

#

if they're japenese or in another language (like mine), then just select random ones

#

I'm guessing no to all of the vrc ones

#

vrc ones as in..

#

the avatar descriptor?

#

those look like something for visemes

#

set those aside

#

unless like

#

well, hold on

#

Also how will the blend shapes I add manually know when to activate on the animation?

#

keyframes

#

set them from 0 to 100

#

those vrc things are for mouth movements

#

like if you're saying oh you'll be using the vrc.v_oh

#

so you do need those

#

If I set it to 100, the eyes are closed through the entire animation
There are mouth movements/blendshapes that already go with the song

#

yes, the eyes will close if it's set to 100

#

if its at 50 they will be half closed

#

How would I import the mouth movements that already go with the song? So it sings along with it

#

you should see a +

#

one sec

#

scroll all the way right

#

I added them

#

k, good

#

but it doesn't sing the song in sync

#

you have to manually sync them

#

it's not automatic

#

There's no wayyyyyy

#

gonna have to

#

i spend my time making minor horror games, its a huge pain fixing bugs and stuff since i'm a single man making a big game

#

you will feel pain trying to sync them yourself xD

slim sparrow
#

If it's a VMD it should come with the shape keys

eternal topaz
#

Is there any way to get particle systems to bounce off of the ground?

clear yew
#

activate the collision module

eternal topaz
#

is that it?

clear yew
#

yes

#

to test collisions

#

i usually put a giant flat cube to act as my ground

#

so i can configure how it should behave when it hit something

eternal topaz
#

alright, i'm just looking for some electric sparks to gently bounce a few times

#

so I think i'm good

ripe torrent
#

Ok new question

#

Anyone know if there is a way to rotate an object with another object?

#

For example like say when you rotate your hand a cube beside you will point to the direction your hand is pointing to

#

Any way to do that?

eternal topaz
#

I think you can just parent the object you want to move with the hand movements

clear yew
#

something something rigid body / fixed joint i guess

ripe torrent
#

Is there a way to only do rotation?

#

oh nvm

#

Foundation a tutorial

slim sparrow
#

Configurable joints probably

ripe torrent
#

Found

slim sparrow
#

Can copy only rotation

gaunt pebble
#

Does anyone know why my audio file sounds different ingame then it does in unity

#

No matter what I try

#

the first part of the audio is different

#

always

clear yew
#

how is it different?

#

specify

cosmic idol
#

Anyone know how to make an ingame watch that shows local time?

clear yew
#

nope

tulip crest
#

I've seen this link before, but i don't try it, tell me too if it works

spring nova
#

It's not gonna work anymore, it uses web panels

#

It's also only for worlds even when it did work

#

I have a really complicated system for an anlog watch that allows you to set he time manually, but you have to do so every time your avatar loads, it's not automatic. Let me know if you're interested

tulip crest
#

I just check that shader, it is not a real time clock, just a simulation for clock

#

like you said, set time before make it goes, then it simulates like a clock

spring nova
#

That vrchat time shader just used a website that has colored boxes that represent the time and change. The shader decodes that to show the time in a human readable format. So you can't even set it, it's locked to a specific time. And last I checked, it was like Alaska time zone and ahead by 15 minutes so it's not that usable anyway

tulip crest
#

ok, that's why i click play and it didn't goes....

#

now i knowπŸ˜‚

slim sparrow
#

@tulip crest @cosmic idol @spring nova you can modify the time shaders to work on avatars

#

You just need to alter the way it gets the time

#

Have it use the _Time variable

#

It also never worked in play mode to begin with, was only an example

spring nova
#

Doesn't that just get the local time since joining the instance?

slim sparrow
#

Yes, it does

#

There's no way to get the real time of course

spring nova
#

Yeah, there are plenty of shaders out there that do that

slim sparrow
#

I took those since the others I could find were either on a HUD only or cost $2

#

Not paying any money for usermade content lol

#

Can do most of that stuff myself

spring nova
#

Ah, fair enough

tulip crest
#

it can be very cool if you can get os system time

#

make a real time world, reflect the real world time, etc...

#

or a clock on the wall to tell me it is time to sleepπŸ˜‚

#

@spring nova and you are right, it has a lot of fun to make world, i recently keep making my world until 0 o'clock

#

damn i feel my head keeps going with animators and reparent stuffs, the trigger event lines

slim sparrow
#

There's a good chance it will become possible with Udon

spring nova
#

jeeze I hope so

slim sparrow
#

In worlds that is

spring nova
#

If it's even half as good as unreal blueprints I'd be content

#

which is to say that's still pretty good considering how expansive blueprints are

#

Considering they ditched playmaker I think they have their sights set pretty high though

tulip crest
#

playmaker is great, i hope they will put that in the game sdk

spring nova
#

they won't, that's what they're making udon for

tulip crest
#

what is udon? I thought you are talking about a kind of food...

slim sparrow
#

Playmaker is canceled

#

They're making a replacement called Udon

tulip crest
#

Ohhh

spring nova
tulip crest
#

look forward to it

slim sparrow
#

It'll be quite some time

normal skiff
#

Clocks in worlds became possible again

#

Avatars, there’s a feature request for that

spring nova
#

with what?

normal skiff
#

Some way to fetch a bitmap from a URL

#

Not sure how it deals with transitions either

#

If at all

#

Maybe it’s just hitting the URL over and over

slim sparrow
#

Maybe it's just a video player instead

normal skiff
#

Also possible, except that they were talking about using a bitmap on another discord server

slim sparrow
#

Hmm, well I know Unity can load bitmaps from URL's

normal skiff
#

Actually the server source will be more readable so that bit is easy enough to figure out

#

It’s making a PNG

#

I haven’t been at a computer since I heard that it was possible to load an image from a URL so I have no idea how

#

Or at least not at one which can run unity

#

Obviously I can do it using a script, which is the normal way

slim sparrow
#

I can't check what kind of trigger or component they're using right now

normal skiff
#

Story of my life lol

#

I went on holidays and it was finished like a day after the start of the holiday

slim sparrow
#

Ohh

#

VRC_Panorama

normal skiff
#

Using PNG means it has to use a complicated library to create the image but I wonder if it can literally be BMP

slim sparrow
#

Can probably load an image from web lol

#

I had no idea.

#

Probably related to their panorama screenshots and vrchive nonsense

normal skiff
#

Hmm

#

I thought it might be some VRChat component used to update in-game notice boards

#

That was my working theory anyway, without asking and/or seeing it

#

I had seen in-game notice boards before but assumed they were web panels

#

And maybe they were at the time even

dire timber
#

I've had someone tell me they can't open an animation file in notepad or visual studios because it was encrypted. I can open them just fine, anyone know what can cause this?

slim sparrow
#

@dire timber serialization settings

#

In your unity project settings, you can change how files like .anim files are serialized. They're usually in binary for me. I can force them into a readable text format.

#

Very useful for things like enabling/disabling animators, which you otherwise cannot do.

dire timber
#

Right, I'll pass that info along thanks!

dire timber
#

@slim sparrow apparently there's multiple ways it gets decrypted? I had someone tell me they found a way to open the file and it's completely different xD

slim sparrow
#

I just change my serialization settings

#

It's not encrypted, just not human readable to save space.

dire timber
#

Right right

slim sparrow
#

You might be able to go into debug mode and change it manually per asset

dire timber
#

But is it possible that it can format different for different users?

#

Like when it's in a legible format

slim sparrow
#

Maybe? Depends on how they have their Unity configured.

#

By default, .anim files are not saved in a readable format.

dire timber
#

Right

#

Btw, where is that setting at when I go to change it?

#

I must of changed it without realizing

slim sparrow
#

Somewhere in project settings

charred widget
#

hey, anyone know of a proper video that shows how to adjust the sitting animation on a short avatar?

ashen sedge
#

I don't have a guide handy but you need to override the idle animation and put the controller in the sitting override slot in the avatar descriptor. In the animation clip you need to recreate a sitting pose using the muscle groups and add an "Root.Q" property from the armature tab to make your model move up and down and your viewport will be moved along with it. You might have to do some trial and error before you get the Root.Q value just right.

charred widget
#

@ashen sedge thats what I was thinking, I'll use Morgus's video on custom animations to help me navigate a little.

#

I just wasn't sure if I had the right idea

ashen sedge
#

That should be fine

charred widget
#

@ashen sedge thanks btw

ashen sedge
#

Anytime πŸ‘Œ

charred widget
#

@ashen sedge do I add this Root.Q property in Blender or Unity?

ashen sedge
#

Unity

charred widget
#

I figured that part but am I looking for Root.Q or... ?

ashen sedge
#

Yes. You add a new property, and under armature somewhere you should find Root.Q. Just add it in and adjust the values so the avatar is a bit higher up

charred widget
#

ok, so it should be there and not something I needed to make in blender first in order to be able to find it in unity right? πŸ€”

ashen sedge
#

Root animation has nothing to do with blender, so there is no special setup or anything you need to do

charred widget
#

gotcha, just need to look harder πŸ˜…

#

and I found it :p

ashen sedge
#

Yeah sorry, I was wrong. It was under animator

#

If you're new to animation overrides then I would suggest looking up tutorials for those. Those rules still applies

#

Things like making sure the keyframes at frame zero and one should be identical should hopefully be covered in those

charred widget
#

Morgus's video that I'm looking at mentions the keyframes thing.

#

I appreciate your patience with me πŸ™‚

ashen sedge
#

The keyframe thing probably is the most important, only having two, being identical and set at frame zero and one (Timestamp 0:00 and 0:01)

#

And don't worry about it πŸ˜›

ripe torrent
#

Anyone know How to make an animation play in like world space?

fierce bane
#

the animation is bound to you, but you can make objects or particles be in world space

narrow hill
#

is it possible to have a sound play from a particle as it hits a collider?

clear yew
#

no

wary parcel
#

Bo

#

No*

charred widget
#

hate to ask but are the muscle groups in the animation window in unity?

signal dove
#

It's a tab in the right window when you hit "configure" in the rig import settings

#

I have a bone that isn't part of the humanoid that isn't animating like it should

lunar snow
#

Minnow if you mean on avatars no but in a world yes

frosty root
#

When overriding animations with the override, the new animations blend with the default ones, is there any way to fix that?

slim sparrow
#

@frosty root which animations in particular?

#

Walk animations will do that unless you override Walk, Run and Sprint

frosty root
#

Idle, walking and running

slim sparrow
#

Yea

#

Idle is broken right now and walk only works if you override run and sprint too

#

Idle is blending with crouch idle and prone idle

frosty root
#

That explains it then, though I think walk and run are also broken

slim sparrow
#

(probably)

frosty root
#

I may be getting something wrong, but, let me explain my setup.

#

Basically, I use the custom animation override and I put all the different run/walk and idle animations into it.

#

Then I assigned it to the avatar (incl. idle and sitting animations)

tall frost
#

was also making a crouch animation didn't work for the legs

frosty root
#

What ends up happening is (for the idle animation at least) it just looks a little strange (not what it's meant to look like)

slim sparrow
#

Pretty sure the desktop crouch and prone update has broken a lot of things. Since idle and crouch idle are now all playing over each other, that might mean crouch walk is also playing over the regular walk. Crouch walk could be the same animation as the default walk

frosty root
#

I was having this issue before the update too.

slim sparrow
#

Hmm

#

Well, idle animations can be difficult due to the IK

#

Walk should be fine if the same animation is in walk, run and sprintfwd slots.

#

At least before the update

frosty root
#

So, no way to fix idle?

slim sparrow
#

Depends on what the idle does. Does it mess with the legs in any way?

#

Such as floating

frosty root
#

Well, it has legs mapped, but no floating.

#

Like, legs are a part of the animation.

slim sparrow
#

Basically the only thing that works about idle animations right now is arm movement lol

#

Don't bother trying to move the legs or hips (root movement)

frosty root
#

So, I guess I'll just remove the legs from the mapping

slim sparrow
#

If you're fine with losing gestures, you can unmap a finger bone to get rid of your lower body IK

#

You can't unmap the legs. You can make fake leg bones and assign those instead, though. That always works

frosty root
#

Oh god, how would I go about doing that?

slim sparrow
#

Duplicate the leg and foot bones in Blender and give them a different name. Make sure there's no weight on them

#

So that nothing happens when you pose them

clear yew
#

make bones not connected to anything and tell the rig they're leg bones

slim sparrow
#

Then assign those bones in the rig configuration

clear yew
#

^

frosty root
#

Right, but wouldn't that break stuff?

slim sparrow
#

Not really

clear yew
#

not at all, it just moves bones that don't do anything

#

it keeps stuff from breaking actually, cause your rig will be valid

#

and have all the bones present

frosty root
#

Yeah, but that would only work if I have a custom idle animation, right?

#

I would assume it would break things if I don't have an override

slim sparrow
#

The default idle animation has no leg movement so that wouldn't matter

#

You said you have overrides for all animations though, so that should not be an issue.

frosty root
#

Yeah, I am just wondering.

slim sparrow
#

Oh fuck

#

I forgot about one detail, and that is a limitation with the game's animator. The game's animator does not allow you to move any bones in walking animations as far as I know.

#

Avatar masks

#

So you would have no walk animations with this method

#

Like, at all

#

Nvm that then

frosty root
#

Huh.

slim sparrow
#

We could fix this with custom animators but we don't have those

#

So really your only solution is trying to figure out how to make your shit work again

frosty root
#

Well, it never really worked, I just decided to ask now.

#

To go into more detail, the problem is that

#

One oft he knees bends in a weird way

#

When idle animation plays

#

Also, as a side question, the rest of the animations seem to be played pretty slowly in the game for some reason, even though they are much faster in unity (I am on about run/walk animations here). I know I could speed 'em up, but that seems like a workaround rather than a solution, so I was wondering if there some other way to fix an animation like that.

slim sparrow
#

That also has to do with blending

ripe torrent
#

anyone know how to make an object be in world space but still be like connected to you?

tulip crest
#

there is no pinned message?

#

ok, there is, @ripe torrent check this channel's pinned message

ripe torrent
#

thanks'

dark viper
#

animated these wings

ripe wave
#

Ok, So I want to do something simple: Add a little flame to appear in my hands when I do a gesture. How would one begin doing that, if possible

fierce bane
#

@ripe wave That would be done with a particle emitter. You'd apply an animated flame texture to a material, put the material in the "render" section of the emitter, and use the "Texture Sheet Animation" to have it run through the frames of the animated texture.
Then standard prop activate on gesture to activate it.

#

To make it stick to your hand you want to put a rigid body with all constraints checked and 0 drag/angular drag, no gravity.
And outside of that you want a fixed joint with that rigidbody applied to the "connected body" (I usually put it into the armature, but it can be on the same level as it as long as it's inside the avatar)
The fixed joint should also have both break force and break torque set to "Infinity"

ripe wave
#

Oh thank you! I'll look into this. Of course I'm still VERY new to all of this and you just said a TON of words that mean nothing to me. Just makes me realize how new I am to all of this

granite kettle
#

what's going on here?

#

I checked weight painting

#

its all fine

#

only the right hand is all jacked up, the left hand is perfectly fine

muted prairie
#

Did you check bone rotations too ?

#

reset bone roll in blender

granite kettle
#

@muted prairie
since this is faster
what the hell is bone roll
im in blender im not sure what to do
i clicked edit mode and found something called 'roll' while I have a bone selected
everything is "0"

muted prairie
#

press space, type bone roll, should be an option to reset

#

If that doesn't fix it, it's an entirely different issue

granite kettle
#

hell yeah
fixed!
thanks

chilly kernel
#

any idea how do i re edit animations i did before

#

it doesnt let me add properties

icy crow
#

you'd have to copy and paste the existing keyframes and paste them into a new animation

chilly kernel
#

hows that possible

#

just copy the keyframes and make new anim and paste them there?

icy crow
#

yeah

fallen cave
#

Heya guys, I have an issue with a model. When I go to select viseme, sil, PP, FF... non of them has their corrisponding sil, PP, FF etc.

#

Are they named in a different way and I have to find them?

regal hollow
#

did you make the visemes?

fallen cave
#

yeah, sorry. I solved the problem

jade kraken
#

ugh

#

these flexes / blendshapes n such when importing a .vta file in blender doesnt properly make the mouth movements work

#

curse you Source, you and your reliance on using flexes / no-bone shapekeys

#

ugh, i know litterally nothin about making / rigging up facial shapes

toxic solar
#

Thought I'd ask here since I'm feeling pretty stumped:

So I came back to VRChat recently, and found a pair of avis that have incredible animations. One involving a projectile that you could direct by pointing your fingers in various directions, the other acing something similar to a yo-yo attached to one or both hands.

I figured these were just dynamic bones for the yoyo, an an ever extending projectile out from the fingers, but I just can't replicate these effects.

Any suggestions or tutorials I can watch? I love doing animation stuff.

lofty crypt
#

directing projectiles with fingers is easy

#

thats just a particle firing forward that is a local particle

#

while the trails are world

slim sparrow
#

Oh, the yoyo is interesting. I tried doing a yoyo myself and never got it to work as I wanted it to.

#

Directing particles with your finger is actually inheriting velocity from the emitter

#

On a world particle

clear yew
#

i saw someone make a yo-yo with only particle, no idea how in the fuck he did that but i know it's possible

slim sparrow
#

I have an actual yoyo mesh that I tried using final IK on and gave up

#

Now it's just a test thingy that I can activate on a prop toggle and toss out with Fist

toxic solar
#

Thanks for the input! I'll see if I can take this back to the whiteboard with me this time around~

magic river
#

Hey guys! sorry for a super simple question

#

How do I save an animation i've made in blender?

torn pawn
noble ice
#

is it possible to add an animation override to a non-humanoid rig for custom animations?

lofty crypt
#

yes

tulip crest
#

i recently made one non-humanoid avatar by using an invisible humanoid avatar's armature

noble ice
#

so an armature is the only way to get it done?

undone glade
#

Anyone by chance know how to do the fixed joint/point thing, but from the hand? Sort of like placing something from the hand into the world space.

#

Been trying to experiment, but been a failure so far.

tulip crest
#

so far i know it is a easy way

placid copper
#

if your avatar sinks to the ground while making a one frame gesture, that means that the hands will become bugged right?

#

but if you make clones for each individual gesture and then use that animation data, you won't have problems??

#

this is my third attempt now lol

wraith owl
#

What is the peace sign hand gesture called in the animation override? I can't find it.

clear yew
#

victory

sturdy parrot
#

Hello! I have a question, I have this character that I'm working with animating it, face and hand emotes I mean, but when I choose add property (is it the correct term) there is not one which can make my mouth look happy, nor another one that makes the eyes close like in a happy way. But I've worked on other avatars that had those properties. Is it possible to add them in some way?

lilac cave
#

you have to make keyshapes/blendshapes in blender

#

using x-mirror, and topology mirror in conjunction with proportional edit in 3dspace should be good for that

#

if there are bones then use those

#

basically

#

@sturdy parrot

sturdy parrot
#

Ohh! Thanks I'll try to do that ;) thx @lilac cave

granite sapphire
#

Yo before i'm wasting some times

#

The blinking animation from cat break my facial gestures

#

If I force the vrc.blink_left/right to 0 in the gestures, does it "block" the blinking ?

clear yew
#

pretty sure it will break it

granite sapphire
#

Guess i'll give it a try then

slim sparrow
#

@granite sapphire forcing the blink shape keys to 0 in any gesture will break them entirely

#

You won't have blink at all

#

Just make empty shape keys for them and make a custom blink anim

granite sapphire
#

That's actually fucking aids

#

But thanks for the info xd

#

Blender here i come

granite sapphire
#

So, is there any ways to not have the blinking not happening when doing a facial gesture ?

#

If not i'll just go without blinking but meh

ashen sedge
#

If you're set up with simulated eyetracking, not that I know of

granite sapphire
#

Using a legacy animation rn

ashen sedge
#

Disable the animator component for the blinking animation clip via the gesture override?

granite sapphire
#

Need to check if i can remove a precise animation then

#

Since I got one for my ears & tails waving

#

Oh well, i'll get ride of the waving when doing gesture

#

W/e

rough coyote
#

make this into an animation

#

hilaarrriious

rotund swift
#

ok I got the flying animation from the vrchat site, but everything makes my avatar's right eye all weird and floaty. can anyone help?

granite sapphire
#

Remove the right eyes setting from the animation

slim sparrow
#

@granite sapphire yes, using a legacy animation for the blink allows you to turn off the blink in a gesture

#

Instead of animating ears/tail in a legacy animation, why not put an Animator component on the tail?

#

Unless you also need to turn off the tail movement, in which case put a legacy animation on the tail

#

No need to put it on your avatar object

#

My setup is usually as follows:

  • Blink animation on my avatar. Default on.
  • "Stop blinking" animation on my Body. Default off.
  • In a gesture that needs the blinking to stop, disable the blink animation and enable "stop blinking"
#

Stop blinking is really just an animation that sets the blink shape key to 0

#

If you don't have a stop blink animation set up, you might gesture mid-blink and this will look weird. The blink will pause rather than stop.

granite sapphire
#

Yikes ; that's actually a lot of thing that should (imo) be included in the controller by default, but oof.

#

I'm just used to use legacy for tail / ears since I do it for more than 1 year now

#

But that's a nice setup

slim sparrow
#

Yeah, there is quite a bit about controllers that I'm not happy about, as you might already have seen :P

granite sapphire
#

Yep

slim sparrow
#

The eye blinking in general oughta be moved to an override-able animation and should work with just eye bones mapped, but that's beside the point

#

What I think would be really nice if we ever get custom animators, is a parameter for talking

#

So that we can implement our own alternatives to jaw flap

#

Gestures break the built-in blinking because the blinking is managed through script and not through the same animator

#

While the gesture is inactive, the animator forcibly writes "blinking is 0" to the shape keys if you have the shape keys added in a gesture or emote anywhere

#

In the same way, we could manage blink a little bit better if we could make our own layers for it.

#

But generally as a rule of thumb: only use legacy animations if you need to enable/disable the animation anywhere. Otherwise, you're probably better off with an Animator component

granite sapphire
#

Got u

#

So.. you're putting the blinking as a legacy, always "on" and a sec animation on the body which basically make the shapekeys to 0 ? ( trying to remember it w/o reading again 😑 )

#

Well, working πŸ‘ŒπŸ»

#

Thanks a bunch, that's such a pain in the ass

slim sparrow
#

Yeah, that's what I usually do. I have a premade blink and stop blink animation now

#

So it's just a matter of importing those animations and putting them on the right components

#

I never use the builtin blink anymore since I like my own better and I always have the option to disable it

granite sapphire
#

Well ; i'll do the same since i finally found the motivaiton to do my own model

#

I mean.. from parts and everything

elder lodge
#

yee

clear yew
#

Can anyone teach me how to animate in blender? This stuff is so hard

upper sapphire
#

anyone good with rigid bodies i need help

#

I put my moon on rigid bodies etc off my armature and it still follows my characters viewpoint and im not sure what to do
:/

clear yew
#

check the pins @upper sapphire

ripe torrent
#

i tried the legacy thing and it still follows my viewpoint

ripe torrent
#

nvm

rain reef
#

Did they change the way animation clips work? Are the hands separated now cause i made an animation the way i always did and my second mesh only triggers if i use the right hand

slim sparrow
#

@rain reef that's not supposed to happen but apparently there are some issues that can arise on Vive

#

Where fist turns into fingerpoint

rain reef
#

Its on oculus

#

i guess ill just keep redoing the animation

#

until it works..

slim sparrow
#

I'm having a bit of an issue on a gun that I animated. I have one gesture to pull out a gun, and another gesture to fire the gun. I made a small firing animation (moving the slide). I did this by having the gesture disable the regular gun and activating an identical "firing" gun. It works, but the original gun doesn't disappear in time.

#

I have it set up as

  • GunParent (disabled by default)
    -- GunIdle (enabled by default)
    -- GunFiring (disabled by default)
#

In one gesture I enable GunParent

#

In another I disable GunIdle and enable GunFiring

#

But I can still see the original gun when it fires

clear yew
#

i had that issue too, what i did is parent the gun to an empty game object and animate the game object to make the original gun shoot

slim sparrow
#

You mean with a legacy animation?

clear yew
#

yes

slim sparrow
#

Alright, I'll try that

clear yew
#

animated the whole thing

slim sparrow
#

And that works with repeated firing as well?

#

Since it's not a full auto thing

clear yew
#

with the slider moving back and then getting back into his original position

#

and i set the animation to clamp forever

#

yeah it works too for automatic

#

just set it to loop this time

slim sparrow
#

Alright cool, I'll try it out

wraith owl
#

Is there really no way to have a hand-gesture animation longer than 0.1 seconds?

I'd like to make a coin (which i have) appear on my index finger for half a second, then as a particle fly up with gravity, so it comes back down.
Then it would loop, so it looks like i'm flipping a coin off of my finger.
I could do all this, except for the fact i can't have hand gestures longer than 0.1 seconds.

slim sparrow
#

@wraith owl you can do it, you just can't do it in the gesture animation.

#

Just enable a coin that then animates itself to flip

torn pawn
#

yes u can have 10 frame animation, but it will take 5x the time to get back to default

#

so you'll be locked for 50 frames, 60 frames = 1sec

slim sparrow
#

This would be solved with a fixed transition time but

#

Β―_(ツ)_/Β―

torn pawn
#

so it's better to activate game object that is animated

wraith owl
#

Hmm.. I'll attempt to figure out how to apply an animation to it alone.

slim sparrow
#

You just need a coin object with an animator on it

#

Which then plays the flip animation by itself

wraith owl
#

So, would it not be timed to start when i activate the gesture? Or would i enable the animation in the hand-gesture aswell?

slim sparrow
#

You would enable the coin object in the gesture

#

Which would then flip itself

#

Gesture is only 1 frame but the coin can do whatever it likes

wraith owl
#

I understand that, but would the coin animation activate on the coin when i activate the gesture? Or could i accidentally activate the gesture while it's mid-air?

slim sparrow
#

Animators only start once the object is enabled

wraith owl
#

Ah, ok.

slim sparrow
#

So it would start from the beginning each time, which should be in your hand

wraith owl
#

Thanks a bunch!

red moat
#

is there another way for fixing crippled hands with emotes in full body mode rather than using a second armature? i dont want to unnecessary bloat up my avatar :/

torn pawn
#

w hat u mean by crippled hands

red moat
#

when you choose something from the emote menu like a dance while in full body mode, your hands get bent by 90 degrees to the side while your avatar does the animation

severe prawn
#

Somehow I get slower when I apply IDEL motion. I don't know why.....

icy crow
#

its getting blended with the crouch idle and prone idle animations

main lotus
#

Does anyone know where I can get the effect that zooms everyone's camera when looking at my avatar? I got a small character and a funny idea