#animation

1 messages · Page 87 of 1

slim sparrow
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You won't find that stuff in public because it is regarded as obnoxious

clear yew
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Is there a different way to change a material during an animation than dragging a different material onto the mesh while recording? Trying to change my eye colors but one of them won't let me swap the material by dragging it on

slim sparrow
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I don't think you can change all materials in an animation

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Weird limitation but it's buggy

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Can also press record mode and change that one material

icy crow
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body -> skinned mesh renderer -> Material reference

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there will be multiple depending on how many materials the mesh has

clear yew
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Found a way around it, I pulled out the eyes while the animation was recording and changed the material then deleted the position change

wicked kindle
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anyone know a fix to slow idle animations?

paper jacinth
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change anim speed on the animation or if thats not a thing then compress the keyframes

paper jacinth
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is it better to use a animator with a single clip, or a animation component? I never used the anim comp due to being legacy, and as far as I know its not even in unity 2018, but I dunno if I should use it or not

slim sparrow
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Always use Animators whenever possible.

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The only reason to use Animation components is if you're doing an avatar, and you need to disable an animation from another animation (such as in a gesture override)

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Such as blinking

paper jacinth
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alright

granite sapphire
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Recurrent problem i see haha

spring nova
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and even then you can still do that with toggleprops

versed ocean
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how to put animations avatar

clear yew
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what

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word that a bit better please

vague dove
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Sometimes when I try rotating a bone for an animation, I can't rotate it at all. It just snaps back to its original position. How can I actually get it to rotate? It seems to work randomly, but usually it doesn't.

wraith owl
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The animation plays when i press play in the animation panel, but when i go into "game mode" in unity it doesn't play?
https://prnt.sc/ks9e7c

Lightshot

Captured with Lightshot

wraith owl
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I can't figure out how to use the "animator" component for an inanimate object. (a coin)

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The "animation" component is the only one that looks like it would work, but still doesn't.

torn pawn
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@wraith owl make so animation file is NOT legacy, then drag n drop it onto your coin object

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when u select your coin and enter animation tab, if properties are yellow then it means that animation path is wrong for what's supposed to be done

wraith owl
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Dang. Seems to be the problem.

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Thanks for the help, i should be able to fix it now.

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Well, the keyframes were hard to position, is there any way i could reroute the path of the coin to my current coin?

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Without re-doing the whole animation?

final gazelle
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"path of the coin"...did you create the animation and then change the hierarchy of stuff within the animation later on?

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just read through the recent messages and i'm not sure if i'm fully understanding what you're trying to do now

wraith owl
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No, i just had a copy of my avatar and then deleted the copy and re-added the coin, because i added it in the copy first.

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Alright, so basically i'm animating a coin to loop itself flipping. Then i'm going to use a hand gesture to activate the coin to appear in my hand and then start flipping, because it has the animation playing on the coin. But i ran into a problem of it not playing, then i realize that the path is messed up to the coin, it can't find it even though it's in the right place.

final gazelle
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ah -- so the stuff within the animation file is all yellow text right now?

wraith owl
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Yep.

final gazelle
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how many elements are there in there?

wraith owl
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Just position and rotation of the coin.

final gazelle
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if it's just a few, easiest way is to probably double click each element (the yellow text stuff), which will let you rename them

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if it's a lot, to the point where manually renaming it like that seems daunting, there's a slightly more hacky way of doing it that'd involve messing around with some unity settings and then directly editing the animation using a text editor

wraith owl
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Here's the problem.. it's named right even when i double click it. It shouldn't be yellow.

final gazelle
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hmm, can you post a picture of your current avatar's hierarchy, as well as the animation path right now?

wraith owl
final gazelle
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slowly double click on the coinFR yellow text and see what the full path is right now

clear yew
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or press F2

final gazelle
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never knew that one, neat 😛

wraith owl
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The full path is right there, the box shows it right?

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But i'll retake it i guess.

final gazelle
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within the animation itself -- it might be pointing to a different root element to where it's actually placed right now

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it just shows "coinFR" right now, but there's a good chance that it's hidden some extra directory bits that you can only see when you actually try to rename it

wraith owl
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Hopefully that's what you mean't.

final gazelle
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yeah...hmm, so is that animation currently placed on "Finished_Look"?

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because if it's placed on "Armature", that'll be the reason it's not finding the coin

wraith owl
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Ah.. that could very well be the problem. Let me correct that and see if it works then.

final gazelle
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if you need it placed elsewhere in the hierarchy, then you need to edit the path of every bit in the animation that's still showing in yellow text

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the hierarchy element it's applied to is sort of considered its "root element" so to speak -- that root element shouldn't be in the path of any of its animation text

wraith owl
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Hmm.. now i'm confused on what to do here..

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I've renamed the yellow bits to have "Finished_Look/" infront of "Armature/" but it's still yellow.

final gazelle
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my unity terminology's a little sloppy at the moment, let me think of how to ask this

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is that where you've got the animation clip applied to right now?

wraith owl
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Yes.

final gazelle
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if so, then the current root is "coinFR" itself -- you actually need to remove everything in front of /coinFR

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including coinFR itself

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i'm not sure if that would break any of it though because of how you originally set it up -- it might be easier to instead take the whole animation clip and apply it to Finished_Look instead

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let me think of how to explain that in a less confusing manner...

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so with the way it should've worked originally:

go to Finished_Look on your Hierarchy to the left, and click it once -- then in the Inspector on the right, click "Add Component" and choose "Animation"

wraith owl
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Ah, i've applied it to Finished_Look and it seems it isn't missing anymore. So would i just put the "animation" component on Finished_Look then?

final gazelle
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if the animation works, then yes -- leave it on Finished_Look

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if you can't activate the animation as you need to with it on Finished_Look, then you can move it further into your hierarchy -- but the further you move it in, the more you need to delete from the paths of the elements in your animation

wraith owl
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Alright, gonna try that. I'll say if it works.

final gazelle
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so if you were to move it down to Spine, then you need to delete Armature/Hips from the front of everything in the animation text

wraith owl
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Finally! All works well!

final gazelle
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nice going 😛

wraith owl
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I've tested it, the coin flips!

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Thanks a ton for the help btw, I have asked multiple people and none wanted to help.

final gazelle
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i'm not sure if that one's common knowledge, but it's definitely a good one to keep in mind -- it's definitely a little messier to work with if you have more bits within the animation itself to edit though

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still doable though

wraith owl
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It's definitely useful knowledge i'd say. Leads to very cool animations, and especially through hand gestures.

tacit musk
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@everyone Im Looking for tail animation for the a fox loli

clear yew
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are you a troll or are you that dumb that you tried to ping 15k+ people just for your shitty animation ?

tacit musk
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whats problem with that?

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well dynamic bones all already done just need animation

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do i make a puppet?

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yrs

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yes

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ok thx

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Im going to youtube find rest of progress

winter sundial
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Often, my animations just flat out doesn't work in game. Right now it's a game object with a directional light on it, it never toggles on in game when I press the key (Desktop mode, can't test in VR) The animation is a simple "gameobject active 1" on frame 1 and 2

wise rover
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if I add bone colliders to my model after I add an animation to it, do I have to redo the animation or does the animator not process dynamic bones?

clear yew
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i dont think the animator processes dynamic bones

tacit musk
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how do i merge 2 animations in cuz i want blink and tail movement

clear yew
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you should be able to just make both animations and put both of the animations on your avatar with two seperate animation things

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or just make it so theres 2 animations in 1 animation thing

tacit musk
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how do i do that

clear yew
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ill pull up screenshots

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set size to 2

tacit musk
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ok next

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the other wont move can we go to screen share?

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im gonna call ok

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are you there

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hello anyone?

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@clear yew the other wont move can we go to screen share?

slim sparrow
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Tbh svel is right

paper jacinth
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How does one set up a prop cycling system?

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it seems really cool

slim sparrow
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It's incredibly rude to even try and ping that many people for something that is not urgent

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Even if it's obviously disabled

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@paper jacinth you need an animation that can disable an animator. When an animator is disabled, it will actually keep playing the animation, but the current state will be suspended, and it will not transition any further.

paper jacinth
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wait

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no fuck

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why

slim sparrow
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Why what?

paper jacinth
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i put at everyone and it was blue :/

slim sparrow
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That's only for yourself, you can't ping everyone here. I didn't get notified

paper jacinth
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oh thank god

slim sparrow
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Lmao

paper jacinth
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@everyone please help avatar bad

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how do I do the cycling thing though, on a more detailed level? so it would be say, a second of having one thing active, another second of having another thing active?

slim sparrow
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Have all objects disabled by default

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Make an Animator with one state for every object

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Every state has one object turned on and nothing else

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You don't even need to tell the animation to disable all other objects

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Then just add an exit time and 0 transition time to every state transition

paper jacinth
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what

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oh I think I get it

tacit musk
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how do i put 2 animations in avatar i want blink and tail movemente

slim sparrow
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You need to actually open the Animator controller, something you normally do not do

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@tacit musk put an Animator on the tail and animate it

paper jacinth
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yes I get it now

tacit musk
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screenshot it to see how

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what section do i put?

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hello?

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@slim sparrow Hello?

slim sparrow
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Keep pinging people I'm sure that'll help

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I already told you to put an Animator on the tail

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And then animate it

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I can not make this process any clearer

tacit musk
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how do i do it

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for some reason when i put 2 animation 1 of then does not animate

clear yew
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did you set element 1 to anything

paper jacinth
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how do I do animation overides again? I try to put the override controler into the animator but it wont go in, complaining about not overriding a controller, but my other override controllers go in just fine

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nvm

clear yew
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turn off animate physics

tacit musk
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next?

clear yew
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see if it works

tacit musk
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nope

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can we screen share?

clear yew
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nah

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i've never tried doing 2 things before

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2 animations

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add another animation block

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i'm gonna go afk, good luck

slim sparrow
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If you have dynamic bone on the tail disable that first

tacit musk
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where do i do that

clear yew
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go to your armature in your character named autism... what a fitting name

tacit musk
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im in armature now what

clear yew
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go to your waist or whatever where the tail is

tacit musk
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next

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mine animation is set to buttTail1

clear yew
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does that have any dynamic bones

tacit musk
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how do i know i have

clear yew
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it'll say dynamic bone base

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in one of the things

tacit musk
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screenshot it for me

clear yew
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i exited out of unity

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lol

tacit musk
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lo

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lol

dusky venture
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does anyone know how to make a fixed joint/rigidbody work with a rate over distance particle system? whenever i have a rigidbody attaching it to my hand the particle system stops working no matter if its under an empty game object or on the system itself

icy crow
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is the empty game object always enabled?

dusky venture
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i've tried both always enabled and disabled

icy crow
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does it work with normal rate over time emission

dusky venture
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It does yeah, it's purely the rate over distance which is what the particle system's intended use works on : (

torn pawn
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umm, is there a decent way to fix vmd dances breaking hips?

paper jacinth
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what does the custom sitting anims override do?

regal hollow
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lets you use custom gestures while sitting

paper jacinth
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so I can just use my existing controller for that or do I need to make a separate one?

regal hollow
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you can use your existing one

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but you can use another one

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if other gestures only possible during sitting is something you require

gritty elbow
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i need help with a particle animation, im trying to a particles that shoots out but is a world particle and the point it spawns from moves with an object in my hand but for some reason instead of following with it, its just shooting into the ground?

fierce bane
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basically you use a fixed joint in the armature that the particle gets parented to, place rigidbody on the wrist and align to the path you want it to follow. Link joint to wrist rigidbody, tweak a few setting from default, and it'll work.

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or place the rigidbody on whatever object in your hand it fires from, that works too

gritty elbow
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so wait do i add anything to the object the particles are parented to?

fierce bane
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Download and open that scene, it'll open on any setup.
Look at the wrist for how to set up the rigid body on where it fires out of.
Look at the "FJoint-" objects for how to set up the particle holding object. Don't toggle the object with the joint or it'll cause issues, use a child of that to toggle it instead, or toggle the "emission" on your particle emitter instead.

gritty elbow
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so in the animation have it toggle a game object with the particles parented to it>

fierce bane
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under the one with the fixed joint, yes

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If you look at that scene, the "spell toggle" left/right/head are what you'd be toggling, and the particle system is a child of that (again, as shown in the example)

ashen gulch
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has anyone ever had a problem where they try to add a weapon and when they try to press is active it doesnt add it?

sand coral
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I've seen animations that spawn objects (like health packs, rocks) that stay in place even when the player moves around, and don't expire immediately after the animation finishes. Does anyone know how this works in Unity?

hollow perch
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It's a combination of two things: prop toggle and lock an object to world position (in the pinned messages)

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Both things suffer from desync for players who join after you do it, but that's pretty much a given for anything complicated that is not directly done by holding a gesture

slim sparrow
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@paper jacinth custom sitting anims override is mostly meant for changing your sitting animation

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By overriding idle

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But you can actually change gestures and emotes too

clear yew
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What emotes are what in the override? I wanna know what ones I'll be overwriting

forest dove
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Pretty sure the standard override has them listed as 1 through 8

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So open your VRchat menu and count across

clear yew
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It's left thru right on the menu right?

forest dove
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Yeah starting at the top

clear yew
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Trying to have some flags (that use cloth) on my back that appear on a dance

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Unity is telling me

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yes ?

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did you fix what they told you ?

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I don't know how to

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That why I be here

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it's pretty clear tho

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remove the mesh renderer

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and put a skinned mesh renderer instead

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on the mesh that you have the cloth component

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@clear yew Ok so on the animator what do I do?

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Or click

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becuase I know is active adds it

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but I don't know how to do skinned mesh renderer

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it's just a unity component

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add that on the mesh with cloth component

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I think It's allready there

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Not sure

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at least when I click on the flags it shows a skinned mesh renderer on them

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Hmmmmm

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Aight I figured it out

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So when I added the cloth it added a skinned mesh renderer

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all I had to do was disable or remove old one

slim sparrow
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Yes

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Skinned mesh renderers have more features than regular ones

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But Unity will generate regular mesh renderers whenever possible since it's less performance-intensive

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Cloth requires skinned ones so Unity will add one, but won't throw away the old one automatically

pallid bear
clear yew
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because you didnt add it ?

ashen gulch
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i know i asked this last night but it seemed it was too late and one answered so ill try asking again. you know how you press the + icon in the unity animation editor to make an object active? when i press it nothing happens.

slim sparrow
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That just adds the property

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Try hitting record on the model and changing the is active property

ashen gulch
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still not working...

ashen gulch
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infact its not just objects i cant add or do anything in the animation editor

heavy stirrup
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Question about animations--- say you had an animation that slowly turned things on, say 100 objects, over time. If that animation was then turned off, these would all turn off at once.
If instead the exit animation turned them off one by one like the reverse, it wouldn't skip at all in between right?

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I'm particularly worried that there'll be a moment where they all turn off, then on again to slowly turn off

clear yew
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@pallid bear at the top of unity I think in window tab you can open it via there it will open it in a new small window, just grab the tab and drag it down next to the others.

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@heavy stirrup yes it would all go off at once

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Or it should if not you set it up wrong

heavy stirrup
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I'll just test it in Unity on a test map.

fierce bane
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Anyone happen to know if changing Dynamic bone settings in an animation works properly or not? (for example, damping/inert/stiffness/elasticity)
It doesn't seem to be working for me, so I'm wondering if I'm doing it wrong or it just doesn't work.

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IE a 0.05 inert up to 0.9 seems no different

fierce bane
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From testing it seems you can't edit dynamic bone settings via animation, despite them being recorded/listed.
You'd have to swap another bone instead (toggling between two on the same bone won't work as they are considered the same component)

quasi hinge
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Try different GameObjects

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Since you can put the script anywhere.

fierce bane
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yeah that's the planned workaround, thanks

heavy basin
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is there anyone who could help me figure out how to grab the tail on my model? please dm me if you'd like to help me~

clear yew
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hm?

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grab the tail as in what

slim sparrow
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Probably with their hand.

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I actually don't know how that works. Pretty sure it's just a dynamic bone with an inside-bounds collider

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But I think some sort of Final IK component would work a lot better for this

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I need to try it out

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An actual IK solver that has the hand set as target. Should be super easy with CCDIK or FABRIK.

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It's an expensive asset but very much worth using for these tiny little things (if you have it already).

fierce bane
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you can use a dynamic bone with an outside collider if you want to move it around, but if you want to GRAB it and hold onto it, you could either use an inside collider, or use a joint even if you want to always grab it in one spot.

slim sparrow
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I'm trying Final IK now

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I tried it and it twists oddly while moving

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Damn

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Maybe I need more rotation limits if that's even supported here

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Ohh, FABRIK works really well.

clear yew
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gib prefab

slim sparrow
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There is no prefab

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It's just the FABRIK component

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You add all the tail bones, set target and you're basically done already

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Best of all, it auto resets when the target is disabled

old matrix
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is there any way at all to make mouth moving animations for models that arent mmd

muted prairie
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Yeah, it's called shapekeys

ashen gulch
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i have a question which i hope has a quick answer. ive been working on a lich king model from world of warcraft and thankfully i can rip the animations from the game too. but i did do alot of messing around with the original models rig. so would it be possible to have it so when i walk it shows the walking version of the model. and etc

ashen gulch
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basically i want to have an animation from another model onto the original, but unity is saying that the bones arent the same. despite the fact that they are.

ashen gulch
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nvm i got it figured out

carmine pilot
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Hey guys, so i just noticed the Unity bundle on humblebundle. Is it worth the price, and can it be used for animations on characters?

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(i wanna get into animation, and stuff like that, so i can pimp my characters up a bit 😅 )

slim sparrow
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Most of the assets are not usable in VRChat

carmine pilot
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oh :/

slim sparrow
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Only the particle pack basically

carmine pilot
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i see, too bad 😦

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So how do i get into animation?

slim sparrow
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What kind of animation? You mean emotes?

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Or effects?

carmine pilot
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Just effects i guess, like shooting, lasers, auras etc.

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emotes work fine too i guess

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With sound effects too, that would be nice 😛

slim sparrow
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You should get into particle systems and audio sources then. Mostly particle systems

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Just start experimenting

carmine pilot
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yea but is there like a video for that or something?

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any kind of tutorial?

slim sparrow
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Put an Animator component on a Game Object, and you can animate any particle system beneath that

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Not that I know of, you could try a regular Unity particle tutorial

carmine pilot
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how do i make a "Game Object"?

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is my character a game object?

slim sparrow
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Everything in Unity is a game object

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You can make an empty one though, and add components to it

carmine pilot
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i see 😅

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i think i found a tutorial 😛

ebon leaf
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anyone know how to get trails to work based on movement i made one but it only works in unity when in a rigidbody

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the particle burst trail works but not the trail in Vrc

old matrix
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every single guide i turn to for mouth moving tutorial is in regards to MMD models

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is there a mouth moving guide someone can send me that uses a non mmd model as reference

regal hollow
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thats a good reference, I use it for my visemes 👌

old matrix
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i have no idea what its talking about right when after the google drive link in rigging your mesh

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im so lost

clear yew
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check part 3

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to see how to set up your visemes

old matrix
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theres no object data tab

clear yew
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search for that error in google 🤷

old matrix
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i dont know where it would be to begin with

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i dont know if im looking in the wrong place or it really just isnt there

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i dont even know what exactly the guide is referring to when it says "face mesh"

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does it just want me to select what is the face of my avatar?

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or something else?

old matrix
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yeah i have absolutely no idea what to do

clear yew
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its the mesh you eyes and mouth are in, usually called Body

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drag Body from hierarchy into the slot in your avatar descriptor and youre done

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@old matrix

old matrix
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i, what? the head itself and the eyes/eyebrows/nose/ears are different objects

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and they're called surface_001_ref_0 and surface_000_ref_0

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and even if i know exactly what to drag, what do you mean drag body from heirarchy into the slot in your avatar descriptor

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this is in blender

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theres no visible hierarchy or avatar descriptor

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@clear yew

clear yew
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@old matrix then I have no idea what context or guide you're talking about :/

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I was talking about Unity and vrc SDK complaining you haven't set a face mesh

old matrix
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im trying to make my avatar have mouth movements when i talk, if thats what you mean

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face mesh?

clear yew
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the mouth movements are shape keys on the mesh that contains the face

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if you downloaded an MMD model, that is

old matrix
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i dont have an mmd model

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i apologize for being so riled up but every single gosh diddly darn guide or whatever the heck i look up either doesnt apply to me because my model isnt an MMD one or expects me to have such an in depth knowledge of everything in blender that i end up completely lost by the first gosh darn minute

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its a little frustrating

winter adder
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I believe what you're asking about is Visemes?

clear yew
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yeah making them yourself

old matrix
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how do i do that

clear yew
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like you said, you need in depth knowledge in blender

old matrix
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argh

clear yew
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there is no easy way

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or tool for it

winter adder
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Yea.

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Essentially, Visemes are considered a dominantly 'MMD' element.

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In other words, MMD models oftentimes have native support for them via blendshapes.

old matrix
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blender is the only program that actively demotivates me to use because its so hard

clear yew
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better try some MMDs first and use the cats plugin to learn how everything clicks together

winter adder
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Of course you can add your own to any model; however, it's not easy.

old matrix
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i dont want to use mmd models, i dont like anime

winter adder
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Perhaps try a Blender Crash Course?

old matrix
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i tolerate the abundance of anime people on vrchat but i sure as heck dont want to be one

winter adder
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They're helpful.

old matrix
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ok any suggestions

winter adder
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If you're a university student look into Lynda.

old matrix
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hnng

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i thought you meant something i could like just look up and screw around with

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not a college course

ashen sedge
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Visemes is merely the term for the shape your mouth makes for each phonetic sound (Ah, oh, ou, ih, e...). It's not a MMD thing.

winter adder
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You can reference YouTube?

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@ashen sedge MMD natively supports them. That's all I said. A majority of models come with blendshapes.

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A variety of models out of the MMD/TDA subset typically don't.

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If you'd like to add your own Visemes, you can; however, you do need a bit of Blender Knowledge.

#

Look this up on YouTube: How To Add 2D Blinking & 2D Visemes - VRChat Tutorial

old matrix
#

ok hold on one econd

winter adder
#

In-Depth Tutorial assuming you don't have a pre-blendshaped model.

old matrix
#

holy crap

#

those crown thingies are way bigger than on my model

winter adder
#

Pardon?

old matrix
#

the video you suggested

ashen sedge
#

I feel looking up blendshape tutorials in general would be more informative to get the technical know-how first

winter adder
#

While I agree I feel like that would then require him to know how to use the Blender Framework, modules, etc.

#

It may be easier to just follow step by step.

#

Depends on how much time you have.

ashen sedge
#

Those guides usually teach you the necessary blender steps

old matrix
#

ive already used blender to texture my model but thats it in terms of trying to use blender to do anything

winter adder
#

I agree however if there's excess material not pertaining to Blendshapes, Texturing and Viseme generation then it may be a little too indepth.

#

Yea. @old matrix You may want to consider either Zarni's approach to learning the general fundamentals of Blendshapes, texture mapping and then Viseme generation or follow the tutorial I provided.

#

There's unfortunately no easy way to get around it if your model doesn't have native Blendshapes.

old matrix
#

wait

#

what're blendshapes exactly, i missed it

winter adder
#

Blendshapes sort of act how they sound.

#

Essentially, they're physical changes to the model that allow for different mesh appearances.

#

They require their own textures, location opting, etc.

#

Think of a simple blink.

#

You have a standard 'resting' face then when a blendshape is 'triggered' by some means the model mimics its predefined 'mesh setup' for that shape (Lowering the eyelid).

#

Visemes USE blendshapes. Visemes essentially trigger certain blendshapes (typically on the mouth) to control speech shapiong.

#

shaping*

clear yew
#

TLDR: blendshapes are like keyframes in animations, but in 3D

winter adder
#

I'm not sure if that was too clear or not.

#

^

old matrix
#

oh ok

#

ok well

#

better idea

#

i sculpt a much simpler model to test on instead of using this huge hyrule warriors medli model

#

and then learn ways

clear yew
#

so theres a mouth close and mouth open blendshape ... and you can morph from one to the other creating all shapes in between

old matrix
#

and then come back to this later

winter adder
#

^

old matrix
#

me or him

winter adder
#

You.

#

Well both of you.

#

Start simple, though.

#

Start with something such as uhh.

old matrix
#

i wanna make a duplicant

clear yew
#

a lot of models you can make the mouth move not with blendshapes but just flapping the jawbone

winter adder
#

The default VRChat avatar.

#

That's also an option however the accuracy of the mouth movements isn't quite there.

clear yew
#

it looks less advanced than blendshapes but the mouth will move with your voice, just flap the jaw open and shut

winter adder
#

^

#

Assuming you have a jawbone of course.

clear yew
#

uhuh

winter adder
#

That'd likely be easier to add then blendshapes.

#

Perhaps start with 1001's suggestion of using Jaw Flap and then migrate to Visemes.

#

All require you to know your way around Blender though.

#

Unless your model has a jaw bone already.

clear yew
#

yeah, blender is not the friendliest UI in the world ....

winter adder
#

Then you're fine.

#

It certainly isn't.

#

I feel like if Blender took a page out of Adobe's book with UI Design it'd be beautiful.

clear yew
#

that is not a meme ....

winter adder
#

Gotta love it.

clear yew
#

it's very steampunk

old matrix
#

blender seems like its pretty multipurpose and suffers tremendously as a result

winter adder
#

It is highly multipurpose. While it is extremely effective at what it does it does create a lot of its largest issues by itself.

clear yew
#

isnt the new version a lot more UI friendly?

#

it's still abysmal compared to Maya etc, where everything is pretty much where you think it is

old matrix
#

im using the one thats on steam

clear yew
#

blender always feels like they changed their plans last minute and added some extra things

winter adder
#

UI is hard to do right for a program of that size. More so, screen real-estate is hard to come by in larger quantities.

ashen gulch
#

can someone help me for a minute? im trying to add a custom animation to my model from another fbx thats similar to the original. when i apply it to the base model it works fine but when i put it in vrchat it just looks like a very slow version of the vrchat walking animation

clear yew
#

make the frames a shorter distance between

little copper
#

hey guys, did someone know how to make a particle animation where the particles doesn't move when your character moves? just stay in the position it appears? i tried with world simulation space but it doesn't work for what i want

clear yew
#

why not ?

#

world space is exactly what you describe

little copper
#

im trying to make some kind of trail/nail people use to draw, how they get to draw and stay the trails in the world?

clear yew
#

it only stays were you put it because there's some hacks send the trail source all over the map when you 'lift your pen'

#

it also has a material/shader that hides the trail under certain angles

little copper
#

thank you

clear yew
#

it's a lot like the trail module on particles, but there's some tricks so it doesn't get culled and has a huge area to be used in

#

and also stays put for 2-3 mins before it's lifespan runs out

fierce bane
#

So...is there any way to edit audio sources without the vrcsdk overriding the whole thing? The forced default is terrible for any kind of larger effects.

clear yew
#

not that i know of

icy crow
#

edit it in an animation @fierce bane

fierce bane
#

You can edit the range, but not the curve. Was hoping for a way around that other than just massive range, thanks though.

timid prawn
#

The shorcut of blender are easy to learn and are logic too

normal skiff
#

yeah, totally logical. scale = S, rotate = R, translate = oh shit

slim sparrow
#

G is grab lol

#

At least X Y Z are fairly standard

ashen gulch
#

(why do i always have to have problems with animation while this channel is dead) anyone know a fix for bones becoming dislocated with running animations in vrchat when they look fine in unity?

old mesa
#

when i set the animation so the fingers wrap around the item they hsow in unity but when i go ingame the fingers dont wrap around the item

#

anyone know what is going on?

ashen gulch
#

@old mesa usually emotes animations last only one second, did you make sure the first second has the same positions as the start?

old mesa
#

@ashen gulch yea i did but im not sure why it has the hand still stationary

ashen gulch
#

sorry but that was the only idea i had.

old mesa
#

its ok thanks for trying to help

fossil verge
#

anyone know how to back .anims into models

#

to export

#

I'm trying to make a snapchat lens in Lens Studio and it only accepts shit like, .lsanim and .fbx

distant tulip
#

Let's say I was going to add an animation from mixamo, though when I tried to it was in the ground. How could I fix this?

icy crow
#

did you set the downloaded fbx from Mixamo as a humanoid rig?

tall zodiac
#

So i made a custom idle for my character but it appears vrchat still overrided it with its default

#

put it on all idles in the avatar controller and on my characters descriptor to make sure.

#

nvm i realised, im stupid

static vortex
#

How can you add curvature to images (sprites)? I'd like to experiment with animated rotating images similar to that of Toga's arm watermark

fierce bane
#

The arm watermarks are normally just a capsule with a "rotation" component on them, or a particle with a rotation over lifetime (like a capsule or cylinder mesh with a custom texture)

static vortex
#

I read that earlier and tried it, but then you get the image on the top and bottom faces of the cylinder

#

And it looks pretty bad

#

Am I missing a setting?

static vortex
#

Nvm, I just realised capsule works fine - silly me

languid void
#

What can i do about it?

#

gimme a sweet @languid void if yakno

#

they also don't show up in the animation window

short maple
#

So I managed to find a decent animation for my character which is of a .vmd format. I imported it into a .mmd character, then translated everything except for the shape keys. I exported it to .fbx, then imported it into Unity but I cannot seem to copy the animation stored in the .fbx file so I can use it or even preview it on the other character I have. 🤔

#

Also that said. The animation looks fine as a generic but when I make it into a humanoid the hips look screwed up. :/

ashen gulch
#

how come my idle animation works fine in unity but im in the fetal position in vrchat?

#

well i say it works in unity but really its a long series of steps to get it to work in unity at all.

clear yew
#

Any of you good with creamatory cannon rotation animation and how to get that to work? See I kinda need the animation to work because apparently the gaster blaster thing doesn’t have a laser thing so I need that to work separate from the Regi model (Incinerator) look it up if you have too.

nimble ridge
#

the component just needs to be enabled from what i know

#

the particle system is set to play on awake

clear yew
#

Okay how do i do that

nimble ridge
#

or how did you get the particle system ?
you should make a prefab out of it for convenience

clear yew
#

Uhm out of a model

#

The thing itself is called creamatory canon

#

It was a part of the hand armature but took it out of the hand armature

nimble ridge
#

yeah i know that but you need to separate it from the model and make it a prefab by dragging it into the menu at the bottom

clear yew
#

I did

#

Thats how i put it on the gaster blaster

nimble ridge
#

oh ok, than you only need a 2 frame animation that will be a gesture to enable the component

clear yew
#

Really? Thats all?

#

... oh

nimble ridge
#

yup since the particle plays on awake

#

i dont remember if the audio source was also in the particle system as a child object, if it is the it will also play automatically

clear yew
#

Thank you I really was having trouble figuring this out and I was about to give up

nimble ridge
#

👌 no problemo always here to help if i know

clear yew
#

Question

#

When i added the canon

#

It shows with a check box not marked

#

When testing it out should i mark it or no

#

A third frame appeared

#

Delete it?

#

hand gesture should only have 2 frames

#

and they should be the exact same

#

Oh okay so apparently

#

When I first put in the cannon

#

It already did the 2 frames itself?

fierce bane
#

Make sure the frames are 0:00 and 0:01 delete any other frames

clear yew
#

Ah okay thank u

#

Apparently when I first put the gaster blaster in the animation tab (on sans) it made it move a little and rotate a little

#

How do I fix that

#

Apparently I did put the creamator cannon in the animation but its not showing up

clear yew
#

okay

#

i found the model

#

and managed to put it on another model

#

took me 1 minute

#

what's your issue ?

#

How to activate it in a animation

#

literally put the "crematory CannonRotation" on the wrist bone of any model you want

#

make a duplicate of the model so you don't break it

#

create an animation where you activate the crematory cannon

#

on make sure to have that on the first and 2nd frame

#

that's it

#

OH okay so thats a step I missed then

#

Okay like all the prefabs are there but

#

It says its missing them??????

#

They are in the creamatory cannon

#

What

#

the hand gesture are missing

#

because they don't have the same name as the original model from where you copied the animation

#

So what am I supposed to put the animation on the hand

#

??

#

Then what do i do to fix that

#

also how do I put the hand gesture in?

#

????

#

search on youtube for a video on that

#

What but how and b but there would be none specifically for the cannon

#

.....

#

doesnt matter

#

it just to activate a game object

#

and use it properly

#

Ffs but how WITH the cannon

#

Fine

#

I will try that

nocturne lodge
#

Hey how would i limit rotation of a bone on a one or more axis more specifically for a dynamic bone would i need to set a restriction in the bone in unity or blender?

granite hound
#

Quick question

#

i made an animation where a car spawns from my avatar but its not one you drive its suppose to be static. when im in game and spawn said car via the animation the car moves around when i turn my head or move my character
i want to make it so the car doesnt move when i spawn it in

fierce bane
#

top pinned message in this channel

jade kraken
#

how would i go about ADDING a constant animation to somethin

#

like wether im moving, sitting, or just idle

#

its still animating constantly

#

like a pair of insecty wings or such swaying around

#

or more simple: a tail swaying back and forth

fierce bane
#

add an animation component and attach an animation to it set to play always

jade kraken
#

k

clear yew
#

Hey can someone do me a favor

#

Look up sans version 2.2 model and check the visememes to see which one is to hide the eyes

#

Either that or I can send u the FBX

fringe needle
#

so
How would someone make a custom gesture on a 3d model with a 2d picture?

ashen gulch
#

what should i do if my avatar doesnt enter a fetal pose when creating an animation and animating?

icy crow
#

is it rigged as humanoid?

ashen gulch
#

yes it is

#

everything works

#

i even have other animations working with it

#

its only creating this one

#

thats the problem

ashen gulch
#

i also tried renaming all the bones aswell and that didnt fix it

clear yew
#

Hey do you know how to make a shapekey for the sans model that can hide the eyes? If u know how to please PM me and I can send you the file

#

??

#

Help?

turbid beacon
#

does anyone know why my animations work in unity but when they go to vrchat

turbid beacon
#

they dont

jade kraken
#

oof

short maple
#

is there any way of fixing the rotation of the hips for a vmd animation? This is what I'm facing https://imgur.com/u7CSr2n

This is also the tutorial I've been using to import the vmd animation (Video is in Japanese but captions can translate it to English): https://youtu.be/-GSOHOedO3U

終於~我也從只會用maximo動作畢業了 現在會華麗的舞步啦😎 其實這個VMD導入比想像中簡單呢! 雖然會有一些出入 但我覺得已經好實用了 找VMD的地方 除了youtube搜尋關鍵字加mmd 下面這兩個網站也很好用! Deviant Art...

▶ Play video
clear yew
#

Is there any way of triggering a different hand gesture animation based on the previous hand gesture used? basically I've got my avatar holding a bow via the victory hand gesture, and would like it to be able to switch to an animation of the arrow nocked and bow string constrained to the hand via finger guns only when I'm already doing the bow holding animation. But say if I do finger guns when I'm not already holding the gun, I just do normal finger guns. Hope that makes sense. Thought I saw a tutorial to do this before but can't for the life of me find it.

#

Isnt anyone going to help me?:(

short maple
#

Okay it looks like the twist issue is happening on the model in blender also. I think the hips aren't being translated upon import :/

#

channel seems dead apparently :/

clear yew
#

.......

short maple
#

however I have handled with shape keys though so I might try to help you tho

clear yew
#

Okay I will send u the fbx I currently have

short maple
#

if your model already has shape keys, you can create an animation but remember to duplicate your model in the hierarchy in unity just in case your original model breaks

clear yew
#

Okay but it doesn’t have a certain one that hides the eyes

short maple
#

hmm

#

so you mean like hiding the actual eyes 'n stuff? Do you know if it had a shape key for it before importing into Unity?

clear yew
#

I think i saw from a older version of the model i got it from the 1.0 it shows it with that

#

I think the new one is supposed to have it

#

But idk why it doesn’t show up

short maple
#

Skinned Mesh Renderer is where I found my shape keys

clear yew
#

Let me show u

short maple
#

alright

clear yew
#

i cant hear my creamatory cannon for some reason

clear yew
#

you disabled the sounds that's probably why

clever trail
#

I need help with an animation and model I ripped from a game

#

Mixamo shows the model can use the animations

#

But the humanoid rig from vrchat breaks the model

#

Can someone help me?

#

Ping or msg me please

nimble ridge
#

@clear yew where's your camera located?

covert hawk
#

Does anyone know a good Harley Davidson model?I need one to slap my avatar on it..I searched around deviant art and bowroll,not much luck there.

jade kraken
#

how would i make an animation START on and stay that way? ik theres the loop options in the animation file

#

but idk how to make it start when i change into that avatar / not via a gesture

jade kraken
#

cuz my avatar has an animation for something similar to a tail swaying, and i want it on at all times

slim sparrow
#

@jade kraken put an animator on the tail's first bone and animate it

#

Or put the existing animation on it, select all properties, press F2 to change path

jade kraken
#

i found out i think, just set it for always on and slap into Idle in an override ive been told

#

cuz i have the animation already made

slim sparrow
#

That will work, but only if the idle animation also covers the rest of your body

#

Otherwise you'll be half in the floor

jade kraken
#

ech

#

i mean its not just one thing, its a movement of like...8 lil insectish wings

#

just to constantly be fluttering while im doing...anything really

slim sparrow
#

I think an animator on the common parent of all wings would be better, but as long as it works right?

jade kraken
#

already got the animation all set

#

wut

#

like it legit was just 2 blendshapes i made in blender, that i set in Unity to like cycle / move between the 2

#

only moves the wings

#

i just want it to animate as i walk around in-game

fierce bane
#

as rokk said before, you just have to put an animation component on a part and put the animation in there., you can even put it on the avatar itself instead of somewhere specific (and since you didn't know how, is probably easier than changing the path for all the properties)

clever trail
icy crow
#

its using bone movements rather than animator properties

clever trail
#

It should still work, does it not?

#

I'm still a bit of a noob so can I get a bit of an explanation?

#

The mouth still moves, but the body doesn't

paper haven
#

Does anyone have the tidy animation from fortnite? Can't seem to find it in any of the packs I download shrug

lunar snow
#

Mouth is done with shapekeys

slim sparrow
#

@clever trail good taste lol

#

The animation has to be imported along with a model

#

When you configure the model as humanoid, it will convert the attached animations to a humanoid animation

clever trail
#

@slim sparrow I did....

#

Help please? matsix

slim sparrow
#

So the animation is currently imported along with the model inside the FBX? @clever trail

#

It should have been retargeted if it's actually still inside the FBX

clever trail
#

It's fbx

#

And human

#

@slim sparrow

slim sparrow
#

Then I don't know. I imported Ace Attorney animations before and they always worked. They are imported inside the model, model is configured as humanoid, animation becomes humanoid itself.

#

I put them on there in 3DS Max

clever trail
#

Can you help me out?

#

Like, where did you get them from and what game

slim sparrow
#

Spirit of Justice. How I got them I can't discuss here. And ultimately, where I got them doesn't matter

#

What matters is how you export and import them. If the steps I described don't work then you're on your own

clever trail
#

Same

#

I already know what you did

#

But how did you get yours to work?

#

I pulled out the objection animation

#

With Phoenix

#

But that's about all I got

#

Like, can ya show me?

slim sparrow
#

Well I can't really show since I'm not home right now

#

Basically, I exported the model with its animation from 3DS Max. After import in Unity, the animation is there in the "Animations" tab when I click the model in the inspector.

#

When I expand the FBX in assets, I can also see the animation there.

clever trail
#

Does it play in unity?

slim sparrow
#

It references bone0 through bone255 much like yours (I don't rename the bones when just importing animations)

#

Yes

#

But the model isn't humanoid at that point yet

#

I configure the model as a humanoid rig

#

Then the animation gets converted to humanoid

#

And it still plays

clever trail
#

I c

#

Maybe something is conflicting

slim sparrow
#

However, I never tried any objection poses because their hands are always separate meshes

#

I only use the facial poses

#

And an idle stance

clever trail
#

.......

#

I already stated that's what it does :P

slim sparrow
#

Yeah, you probably won't be able to convert the hands to Unity 1:1

clever trail
#

The face moves

slim sparrow
#

But the rest of the body should work

clever trail
#

I just want his body to move

slim sparrow
#

The face probably works because it's not part of the humanoid rig

clever trail
#

I can fix the hands

slim sparrow
#

The body movement should be done automatically when the animation is retargeted

clever trail
#

By retargeted

#

Do you mean turned into humanoid?

slim sparrow
clever trail
#

Alright

#

I hope I can ask you for more help later

#

For now, I'll do what you said

clear yew
#

So I have a 2d avatar and am wanting emotes and gestures for it

#

but when I make a animation it doesn't play

#

Although my 2d avatar is just 2 planes on a empty object

#

do I need to get a armature?

#

you need an humanoid rig, yes

fierce bane
#

if you want gestures, emotes, walk, or any other normal animations to work yes

slim sparrow
#

Just get the tutorial avatar, delete the meshes (3 of them, shame on the example devs lol)

#

Put your 2D avatar inside the tutorial avatar, next to the armature.

clear yew
#

can somoen help me out? apparently the gaster blaster appears and it does the eye animation but it doesnt do the gaster blaster animation the gaster blaster has

clear yew
#

Is there a way to playback the vrchat standing animation in unity?

clear yew
#

help? ;w;

regal hollow
#

@clear yew playback the standing animation?

clear yew
#

apparently I get ignored..

regal hollow
#

Yep

clear yew
#

Why?!

#

i am literally asking for help

regal hollow
#

I don't care enough about your issue to download a whole avatar

#

Import it into unity

#

Import it into vrchat

clear yew
#

well excuse you then!! my computer CANT take screenshots

#

Yeah my knees are bent forward a bit in game

#

Trying to figure out how to fix it

regal hollow
#

To test of something easy is working

clear yew
#

......

regal hollow
#

@clear yew it can

clear yew
#

@grand mango help me out here

#

please

#

this person aint listening

regal hollow
#

How old are you dude?

#

Or are you just entitled

clear yew
#

what is that suppose to mean?

regal hollow
#

🤢

clear yew
#

okay welp you are literally not helping me when i need help which the vrchat discord is suppose to do when im in need of help like this

#

and yet i told u my coputer cant take screenshtos

#

and i tried testing and seeing whats wrong and redoing everything again and it keeps getting stuck like that

#

so all at least you could do is do me the favor and help me out

slim sparrow
#

@clear yew are you missing a print screen button or something?

clear yew
#

I already tried pressing the screenshot button

#

No but it aint working . help me out!

#

use gyazo

slim sparrow
#

Have you tried any of the other alternatives, such as the snipping tool, puush, or gyazo?

royal summit
#

or even snipping tool

clear yew
#

@bronze cloak Please help this situation i am literally about to quit

slim sparrow
#

Yeah, snipping tool is god

clear yew
#

sniping tool?! im going to have to use ALOT of memory making alot of screenshots

slim sparrow
#

I'm pretty sure the devs have even less time to debug your issues than we do

royal summit
#

nope

#

just dont save em

clear yew
#

oh you guys are just being absolute

#

okay HOW am i suppose to send it to you guys then

slim sparrow
#

VRChat takes up 5 GB of RAM by itself, the snipping tool can't be more than a few kilobytes. Then another megabyte for all the screenshots

clear yew
#

dude

#

use gyazo

regal hollow
#

🤦

slim sparrow
#

Imgur or gyazo

clear yew
#

get a gif of what's goign on with your model

#

and then send to back to these guys

royal summit
#

if someone is interested then copy paste them in a dm or use imgur for this channel

slim sparrow
#

If you can't work with computers then you probably can't develop avatars well enough to fix any issues that may arise

clear yew
#

Also trying to send your model onto others is not you asking for help

#

you're asking them to fix the problem for you

#

I guess I will just have to keep waiting for someone that can do that

#

LOOK I ALREADY TRIED BY MYSeLF

#

I dont know what else you want from me man

regal hollow
#

Dude if you have questions I'll answer

#

But I'm not doing it for you

clear yew
#

O MY LORD FINE

regal hollow
#

If you want someone to do it for you

clear yew
#

@bronze cloak this person is really being mean to me please kick him

regal hollow
clear yew
#

look i did

regal hollow
#

Go to vrc traders

clear yew
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What lol

royal summit
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😂

regal hollow
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And pay someone

slim sparrow
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Lmao

clear yew
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r u kidding me?!

regal hollow
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This kid is so fucking entitled

clear yew
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You're just trying to get essentially a commission to fix your model for free

regal hollow
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🤣

clear yew
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not a comimssion I AM ASKING FOR HELP

slim sparrow
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No

royal summit
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someone not wanting to help isn't being mean

clear yew
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what do you not get i am having a PROBLEM with it

slim sparrow
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You are demanding help

regal hollow
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YOU ARE ASKING US TO DO IT FOR YOU

clear yew
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It could definitely fit the bill for a commission

slim sparrow
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By screaming across the entire discord

regal hollow
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that's not help

clear yew
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its not!!

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O M L I am asking for u is to help me

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@bronze cloak

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Just download gyazo and make a gif showing your problem

slim sparrow
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You're not asking, because the answer "no" makes you angry

regal hollow
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XD

royal summit
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well u may have to wait. or try asking in other vrc related discords in there help channels

clear yew
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I'm sure they can better help you after you do that

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I AM LITERALLY

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ASKING

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FOR

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HELP

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Yes

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i cannot take screenshots

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look i tried

slim sparrow
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Ok, have fun then

clear yew
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And they don't know what to help you with

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oh my lord you guys are trolling me

regal hollow
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You aren't though sweetheart

clear yew
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Well there's your problem you're not supplying screenshots

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That's on you, not them

regal hollow
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You want a commission for free

clear yew
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Anyyyywayyyyss

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Does anyone know how to playback the vrchat standing animation in unity B)

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NOT A COMMISSON O M L I already have th emodel ready im just askingg u to take a look at it and to help me fix it at least

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to HELP me fix it

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Allow me to blow your minds with an actual screenshot of my issue

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fine i will have to make my game on non fullscreen mode and SCREENSHOT by creenshot

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look i will even do it with ALL the animations and what not

slim sparrow
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Yeah, you're asking. We said no.

clear yew
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but wtach as it doesnt do anything ur going to take a look at it

slim sparrow
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Then you got really angry

clear yew
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o m l @bronze cloak

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@bronze cloak

slim sparrow
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🤦

clear yew
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yeee spam mention them

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that will work out well

royal summit
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stop pinging them,

clear yew
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kyle , and no you guys are not helping me what so ever

royal summit
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they only want to be pinged in urgent matters

clear yew
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urgent as in needing HELP which you arent providing

errant acorn
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Yo uhh, please stop spamming mentions to the devs.

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They don't appreciate that very much.

clear yew
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GV if these guys really would help me out

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but apparently even though i already have th emodel made they think im asking for a commision when im not i told them my computer cant take screenshtos

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apparently they dont know what "cant take screenshots" mean

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at least i would appreciate it if you at leats would take a look

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also sorry Aev

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fine I will just post the screenshots as you guys think im asking for a commision

slim sparrow
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So you can't take screenshots but you can upload files?

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And now you suddenly can post screenshots, alright then

clear yew
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well yes I tried pressing even SPAMMING the print screen option

royal summit
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well try the other options suggested

clear yew
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look i had to use snipping tool i hope you guys are happy with this if this doesnt work out. i am going to get someone to look at it fo rme

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vvivih;oavrih;oqefwinoererbkjvri3f

unique night
clear yew
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dangit

unique night
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it lets you take screenshots and auto uploads

clear yew
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snipping tool didnt oh my

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alriiightt

unique night
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no other program required

slim sparrow
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Dude, you can't paste in this channel

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You need to upload it to some image host like imgur, gyazo or whatever

unique night
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see

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took me 5 seconds

slim sparrow
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Oof

clear yew
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wont let me paste the actual image here

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doesnt let me have permissions

unique night
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you have to paste the link to the image

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an imagehosting site basically

clear yew
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okay how i am going to have to keep going back and forth between each chat for EACH screenshot

errant acorn
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You don't have permissions

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You have to upload the screenshots to imgur or something and post the album here

odd chasm
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Upload to imgur and post imgur link

unique night
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shinku, its gonna be hard for anyone to help you if you can't post a screenshot in here

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trying to do animation is way harder than taking a screenshot

royal summit
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👋

clear yew
odd chasm
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How do i upload custom screenshots

clear yew
slim sparrow
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It's the weird knees bent issue that sometimes happens on desktop

clear yew
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I want to playback the standing animation for vrchat and adjust my bones in unity to straighten out my legs

slim sparrow
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It's the same thing that makes you do really weird stuff when looking up/down, not sure how to fix that

regal hollow
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This convo has already made my day

slim sparrow
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Unfortunately, the standard standing animation is not available. What you can do though

clear yew
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actually when I look straight up and down my legs extend to how they normally should look like

slim sparrow
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@clear yew I think you can duplicate your avatar in Unity and assign the AvatarTPoseController controller

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See if there's any oddities there

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When you hit play

clear yew
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alright

slim sparrow
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But yeah, random stuff happens when you look up/down on some models. It seems less common on MMD's and more common on any type of game model. Not sure what's going on.

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Oh, this might also be your viewpoint. The avatar descriptor has a X, Y and Z field. What's the Z value at?

clear yew
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does my model being .fbx have anything to do with it?

slim sparrow
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Nope

clear yew
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Z is 0.0587

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right inside the bridge of his nose

slim sparrow
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Hmm

odd chasm
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Sounds really low to me

slim sparrow
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Well, that's generally where I put mine so that should be fine. You could try putting it at 0.1

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@odd chasm I put mine at Z 0.02 lol

odd chasm
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Lmao wat

slim sparrow
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For VR you want it really far into the head

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So that when stuff starts disappearing from being too close, your face is actually clipping into said object

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And I can touch my own face properly etc

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This might be less of an issue with properly proportioned models, though.

odd chasm
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I usually have it where glasses would be sitting on the nose

slim sparrow
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MMD's are not known for their great proportions

regal hollow
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Same jawbones

clear yew
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bullies

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all of you

slim sparrow
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That's where I always put mine on desktop

odd chasm
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Ill try it being more insidr the head tho

slim sparrow
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But that's too far forward for me

regal hollow
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If I have it inside my head some maps give me awful bloomy artifacts

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Like the pug

slim sparrow
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Someone else told me you should have it between the two "eyeballs" basically

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Like where the middle of your eyeballs would be

clear yew
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yep

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that's where i put mine

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works pretty good

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but i'll try inside the head

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@slim sparrow where do I click play at for the avatar t pose controller?

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curious to see the difference

slim sparrow
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@clear yew just enter Unity's play mode

odd chasm
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With fullbody i sometimes have the problem when i lay down on the side that my view is inside my chest

slim sparrow
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I'm not sure what it's supposed to look like though

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With that controller

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Need to test some time

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It's used to determine bend targets for the IK

final gazelle
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@clear yew think people are already trying to address your root issue directly, but i don't think any of the VRChat animations actually come bundled with the SDK -- i'm under the impression it's got something to do with copyright with mixamo, or something along those lines -- the closest you've got is a single still standing pose

slim sparrow
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Yeah

clear yew
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well I never put the avatar through mixamo it's using it's og bones from the game

slim sparrow
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He was referring to the fact that we don't have access to the animations used ingame

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Because they're licensed

clear yew
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@slim sparrow do I click ctrl+p to play? should I get sent to the game tab when I do?

slim sparrow
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You should click the play button at the top

odd chasm
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There is a play button at the top of the window

slim sparrow
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Then go back to the editor window and just look at how the model is standing

nimble ridge
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Do you have a license for that animation Sir ?

odd chasm
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Ima tell the queen you dont have license

regal hollow
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You got yer queen tellin loicense sir?

nimble ridge
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👀

clear yew
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So I got my 2D avatar animated with gestures and such, I just got a crouch and prone, when I prone it works great, when I crouch it doubles my shit

regal hollow
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Doubles your shit?

nimble ridge
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🤔

clear yew
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So the crouch is there

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but then the stand is there as well

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me standing

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Me proneing which works

foggy loom
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Wow that's cute

clear yew
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But crouching isn't working

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Basically just moved down

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Heres my override

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the empty emote is just a empty one I put there so the armature wouldn't cuase any fucky rotation on the 2D avatar

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Don't know if it works but all i did was create a anim put nothing in it in hopes the armature just tposes

errant acorn
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Are you sure the other mesh is turned off in the crouching animation? That might be causing the problem.

clear yew
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I showed u all i did

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Apparently the laser appears but the gaster blaster animation doesn’t play when in unity it does

slim sparrow
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@clear yew ah, that is interesting.

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The position of the red balls I mean

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@clear yew crouch blends with idle in such a way that it's not "one or the other", sometimes it is both.

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No way to fix

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Hold on while I figure out what the red balls are again

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@clear yew red balls are IK goals so that seems fine

clear yew
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what about me ;w;

royal summit
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Are u trying to have it so the mouth opens with the laser?

clear yew
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Yes

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The gaster blaster animation apparently works on the gaster blaster itself and when in played in unity with the creamatory cannon it shows it perfectly

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But apparently its not showing up in vrchat

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What

royal summit
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Hmmm is the animation that opens the jaw on a animator on the gaster blaster?

clear yew
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yes

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here i show u video

obsidian vigil
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@clear yew how did you
...

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Teach me

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I need to know

vivid pond
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can you replace the default crouch and prone animation or is that not in game yet

slim sparrow
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Yeah, you have been able to do that for quite some time.

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It just didn't work very well in VR (in most cases), it works OK in desktop.

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Prone is a flat transition rather than a blend, so that should work

vivid pond
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ok thanks
sorry for even asking it was just that i havent touched unity for vrchat stuff in the last 3 months

split vine
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creating a new animation is gone in the animation window, only options are top select pre-made animations. i have made custom animations with this avatar before

clear yew
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remove the controller in the animator component

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or use the correct controller if you used the same one to make multiple animation

split vine
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okay, thanks. it has been a while since i have made vrchat avatars, but i am good sat it.

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jsut been 3 months

fierce bane
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You can also just drag/drop an animation onto your avatar-duplicate to edit it. It will automatically create the new controller it needs.

royal escarp
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any way to use videos or gifs on your avatar? Or is that not allowed? :S
Wanted to use it for this

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file is only 10mb

torn pawn
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you use texture sheet, either particle or shader

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particles have texture sheet animation tab, and allows you to use shader of your choice

royal escarp
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hmm thanks I'll try to figure that out 😃

torn pawn
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use virtualdub, select render every X frame (somewhere in options) so u dont have 3k frames, then export it as images, then u can open everything as layers (also resize) in gimp and make a texture sheet from it (need to find plugin that does it)

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is tl;dr process

royal escarp
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ok thanks 😃 I'll try it out

clear yew
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Thing is I don’t know what setting it is and what to change it into

fierce bane
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@clear yew assuming you're using a particle to "fire" the laser you can just set the start delay to whenever it should fire.
Bonus note, the animation in that screenshot has your Crematory CannonRotation with an incorrect path so it won't work. Fix the path for it by clicking it twice and making sure it's set correctly.
Probably sans gasterblaster/GasterBlaster/Gaster Blaster/Crematory CannonRotation assuming it is still the same as the grey'd out section in the screenshot

clear yew
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No himeki I checked ingame the animation works

fierce bane
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You can tell the path is incorrect since the text is highlighted yellow

clear yew
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I just need to fix the timing

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Uhm what number should it be then

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Or numbers

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I can send you a screenshot of each laser

fierce bane
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The start delay on the particle you'll have to play with, I can't tell you just from screenshots

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it's a TIMING thing, something I can't see without the animation...Play with it. The start delay is simply how long before the particle activates

slim sparrow
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How do I get Root Q in an animation to rotate more than 360 degrees over time?

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Is that even possible?

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I need to make an animation where a model spins around, do I have to add a keyframe for every 180 degrees?