#animation

1 messages Β· Page 88 of 1

final gazelle
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@slim sparrow just checked an animation i did on a skysphere -- i got it to spin at varying speeds by setting it to multiples of 360, where positive makes it spin clockwise and negative makes it spin counterclockwise around the axis ou're working with

slim sparrow
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Yeah, apparently that's not possible with quaternions

final gazelle
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you probably also want to double check the animation curves after setting the keyframes, because i remember needing to do...something, but ah

slim sparrow
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I had to do it in Blender instead by making sure the hips point straight up, then rotating it with euler angles in the way you described

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Then importing into Unity

final gazelle
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yeah, i'm not sure what you'd have to do to get it working as an import from blender then -- i've only really tried that particular one by directly making it in unity

slim sparrow
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Alright, now that I've got that solved

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How do I edit the animation curves in Blender?

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It's a rotation from 0 to 3600 degrees over time

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But it's smoothed out right now. I need to edit the curve to be different

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Unity allows me to add tangents in the curve just about anywhere, but that doesn't work if it's a quaternion at that point

sweet zealot
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Is there a way to make a legacy idle animation reset every time i move? I have an idle animation where after 60 seconds of not moving my character slowly falls asleep, i want to make it so that the animation resets when i move. How do I do this?

blissful grove
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Does anyone know where I can get animation for a chicken or a pigeon

regal hollow
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@sweet zealot I don't think there is any way to do that

spring nova
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Yes there is. Prop toggle package, turn off the animator while moving

brazen crater
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you could maybe find the forward walking animation add that and sprinkle the deactivation of the animation component in there

regal hollow
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turn off which animator

rustic jewel
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when making animations for the fist to have them be gradual, do you set it up like a regular animation where both keyframes are the same end-goal, or do you use the first keyframe as the basis, and the second as what you transition into

spring nova
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The animator that makes you fall asleep. You'd probably have to make a duplicate of your model though, and enable that while disabling mesh renderer of your main one.

regal hollow
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@rustic jewel make them like any gesture

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That doesn't do what she asked, but it's as close as you'll be able to get

spring nova
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Well yeah making your actual model itself fall asleep won't be possible, but that's hardly a problem

regal hollow
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It's the only thing she's trying to do though

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so not being able to do it is the problem

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but what you said is pretty close

spring nova
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But you can do it on a duplicate...

brazen crater
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I'm still pretty sure, that disabling the animation component while walking should do what she want

regal hollow
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yes I know

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but it still isn't what she asked for

spring nova
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Jeeze ok

regal hollow
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How did you know my name was Jeeze?

brazen crater
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cause it should reset to on while she's idling

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and it turns off while walking and baisicly breaks the cycle, but not sure how she wants to do the sleeping animation, except if it has like a max time limit

spring nova
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It's not out of the question to do it all on one model though. You could have an invisible model, connect a model to that with joints, then when you want to animate it set all the rigidbodies to kinematic then animate it

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Might have some unforeseen complications, but I'm pretty sure that would work

brazen crater
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that sounds doable, but how would you make it start the animation after 10 min and then go on for "infinity"?

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I'd assume an animator component

spring nova
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One state that does nothing, after a time transition to the other state which animates stuff. Not possible with legacy animatiom, so you'll have to use animator and toggle props anyway

brazen crater
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by toggle props you mean the one frame toggling thingy, right?

sweet zealot
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The face closes its eyes. Lol thats all i wanted

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I mean itd be great for it to start emitting Zs too but the eyes are priority

regal hollow
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Like mentioned above

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your best bet would be to have someone on an emote toggle

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but that has its own issues, especially with syncing with some players

sweet zealot
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That wouldnt be hands free though would it?

regal hollow
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nope

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you'd have to turn it on when you want to go afk

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which sort of defeats the purpose of what you were initially going for

spring nova
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The hard part will be finding or making a new walking animation. But once you have that, just add keyframes to t that disable, enable, then re-diable an animation on your mesh which closes your eyes after a certain time. disable alone will just pause, leaving your eyes still open. Enabling will restart the animation, opening your eyes. Disable again to pause with your eyes open.

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And of course you could add particles to that. The only reason I went off suggesting a duplicate is because I assumed you wanted to like sleep on the floor. An it's not possible to directly animate an avatar that's already being controlled by your VR hands

brazen crater
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^ yep phasedragon is on point

sweet zealot
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Yeah, all i wanted was the eyes to close after 60 seconds. But this info is useful for something else im doing

royal escarp
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@torn pawn I've managed to get 600frames in a 22mb jpg file, but ive no idea how to properly play it in unity with the particle system.

torn pawn
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enable texture sheet tab

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and select how many x/y rows uhave

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and u can edit how many frames it has too

royal escarp
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hmm ok thanks πŸ˜ƒ

violet moss
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I'm having an issue with the Unity animator, i'm trying to animate the color property of a material, but it seems to effect every material on the object (even other materal's colors) i cant figure out why

odd chasm
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Is it the same material by any chance? @violet moss

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What else would come in mind: do you have the animator on the other meshes aswell?

violet moss
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It's a different material; and no I don't think so

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i can change the color outside the animator and only that material changes

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but when i put the color property in the animator and change it, it changes every material in the object

odd chasm
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Can u post a screen of the properties in the animator?

violet moss
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sure, give me a moment, was virtual desktop'd on a friend's unity project, i'll just get them to join the server

odd chasm
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Aight

violet moss
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Oof, I may have to get back to you in a few days, they aren't approved for this chat channel yet

odd chasm
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Tell them to dm me

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@violet moss

clear yew
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Is there a way to have your avatar use the female standing animation along with the male sitting animation?

slim sparrow
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You will have to make your own sit pose or get one from Mixamo

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That would be easiest

clear yew
slim sparrow
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Idle

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Then assign that override controller in "Custom Sitting Anims" @clear yew

jade kraken
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how would i make / set an animation / gesture to like...stay down once its gone through the animation

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like if i was slapping an animation onto a robot to open its cockpit up

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i wanna make it STAY up till i do somethin else

clear yew
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anyone know how to get walking animations working? they just stall and make my character kinda float/glide

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what are the animations in

clever trail
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@slim sparrow Okay, got phoenix to work in unity, but he still doesn't animate in vr, now he jumps up and down forever

slim sparrow
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Is he rigged as humanoid or generic?

ashen elk
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anyone possibly know how to cycle props

regal hollow
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Ye

ashen elk
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ooo

ashen elk
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could you maby explain

torn pawn
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no πŸ˜‚

clear yew
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pretty sure someone made a video about it already

torn pawn
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don't think so

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inv. system is not shared so easily, eventho it's nothing too difficult

clear yew
regal hollow
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There is a really cool guy mentioned in the video description

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Also imo this 'infinite gesture system' isn't really worth it

torn pawn
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it's to impress others mostly

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but still, it's nice to have like multiple weapons on single gesture

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tho not having it to cycle back to all disabled (as per video animator setup) might cause some desync for some1, especially if it cycles too fast

regal hollow
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Ye it's a pretty janky operation

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Still technically cool tho

spring nova
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It works really well for charging up weapons. Like tap for light attack, hold for heavy attack. But for a rotating inventory yeah it's really janky

tough cargo
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right, im working on a model because some friends made a dumb bet. i want to make a panel that rotates with people locally, how do.

clear yew
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@clear yew in walkfwd and walkbwd

hasty hare
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If the animation is only walking forward, there is no reason to put it in walking backward

neon aurora
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so i got a problem where it says itll remove the effect when i try to upload my avatar, anyone know why that is?

forest dove
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@neon aurora if it's a script or something its probably not whitelisted

neon aurora
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@forest dove I downloaded a unity file online, it comes as a prefab, whitelist?

forest dove
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Scripts need to be whitelisted

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It could be your prefab relies on some sort of script

spring nova
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Unless it was specifically made for vrchat, chances are it involved scripts

forest dove
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What does it say it's going to remove if you upload it

neon aurora
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It removes the effect then the name of the effect@forest dove

forest dove
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Screen cap the upload panel

neon aurora
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One moment gotta start up pc

stray sinew
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Any other sites similar to Mixamo?

slim sparrow
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@neon aurora remove the script

odd chasm
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@! Silhk#7570 depends what u want to do. Auto rig a avatar?

valid crest
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Could anyone lend some knowledge on this longer animation thing. I dont understand from what ive been reading as to how its done. They say make an empty game object then have it toggle the long animation but thats where i get stuck

obsidian vigil
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@valid crest

Create the empty Object, give the empty obj a new component called "animator"

then you animate whatever you want on this empty object using the newly created animator.

When youre done, duplicate your whole model and create a gesture like you normally would,

but all it does is toggle the created empty object thats turned off by default back on loped to frame 0 and 1.

valid crest
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I see

obsidian vigil
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If you still have questions ill try to help ^^

valid crest
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Appreciate it

stray sinew
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@odd chasm Different animations to use and a more accurate auto rigger

slim sparrow
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I'm pretty sure Mixamo is as good as it gets. The next best thing is automatic weights in Blender @stray sinew

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Which will do 95% of the weight paints for you, but you gotta place the bones yourself

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There are templates like rigify but those are made with like 2 more spine bones than VRChat wants

stray sinew
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πŸ€”

valid crest
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@obsidian vigil So before i actually already made the animation on a seperate model before knowing that emotes didint last as long as i though. Could i just use the already made animator form that animation i already made and tie it to that game object?

obsidian vigil
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Youd have to try that out, cannot guarantee ^^

valid crest
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alright

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I got it to some what work but the model doesnt show up when i do the gesture

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my entire avatar disappears and the model that is animated doesnt show up

lilac cave
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I mean if the animated model isn't a child of the avatar being uploaded nothing is going to be active

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Because there's nothing to activate

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If you make it a child you'll have to change the animation so the parenting is correct anyway

obsidian vigil
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@valid crest that sounds like you want to hide your own avatar and have a 2nd version with an animation playing

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am i correct?

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if thats the case Do not toggle your model off

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toggle the skinned mesh renderer on the body mesh

valid crest
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i see ok

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Might explain why i wasnt seeing anything

obsidian vigil
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πŸ˜„

slim sparrow
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You can toggle the mesh though

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Just not the whole avatar object

valid crest
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Swear my patience is getting the best of me today. Now when i do the gesdture it holds it for 1 frame then it gos back to flaat pals with no animation running...

valid crest
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Im just gonna call it for the night. I either get no avatar with no animation or the other thing i mentioned. Maybe ill get it tomorrow

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Or im just stupid dont know for sure

stray sinew
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....

clear yew
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πŸ‘

slim sparrow
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Buhuhuhu

odd chasm
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Yo

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Is this sans unπŸ…±ertale?

obsidian vigil
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What

wide heron
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anyone know how to make an animation that switches between 2 textures?

undone glade
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@wide heron simply apply your material while recording

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That's the fastest way at least

dry zealot
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can someone say good settings for colision with world

valid crest
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i was finally able to get the animation to work but my main avatar is still there. Need to find a way to disable it so the animation will work

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any knowledge for that one by chance?

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nvm i got it figred out. Thank you for all the help @obsidian vigil and @lilac cave

obsidian vigil
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πŸ‘Œ

old matrix
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when i look down the mouth of my avatar progressively opens its mouth more and more

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why does this happen

torn pawn
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remake eyetracking and overwrite your fbx, check in Unity if you have under Body blendshapes 2x for blink and 2x for lowerlid as first

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if after overwriting still missing one or both, remake again and overwrite

old matrix
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the model in question doesnt or at least isnt supposed to have blinking, if that changes anything

left bobcat
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Hi. I want to make a cute charge up animation for hand gesture. I just noticed that hand animations are 1 frame only. How do I bypass that?

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I saw multiple people make hand animations with charge ups of some sort.

old matrix
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@torn pawn that worked, thank you!! vrcsmile

torn pawn
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@left bobcat enable game object that has the animation on it doing all of the stuff

torn nebula
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@left bobcat When you say "charge up", I assume you mean stuff like a particle effect/sound gradually charging up?

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Because if so, in that case that's all in the particle system or other aspect, rather than done via the animation tab.

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So like Yuumi mentioned, you simply have the game object holding the particle system be activated by the gesture, and it will play out for as long as you hold that gesture.

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Also, on the side... be sure to make your gestures exactly 2 frames not one, or else they'll be "sticky" and unresponsive to being switched or turned off.

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Use identical frames at 0 and 0.01. Make the first frame, and then just copy paste it.

left bobcat
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Thank you a lot. My work can be much more easy and flexible now. @torn pawn @torn nebula

torn nebula
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Just on the side, watch out for the red record button adding anything unintentionally. It gets activated any time you hit the play button to preview the animation. Is the source of a lot of beginners animation bugs, such as becoming invisible or lurching around.

gilded copper
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Any possible means of having an audio source play when a world particle collides with something (be it playing from a sub emitted particle or the main one)? Looked around and haven't been entirely sure on how or if it would involve some scripting

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It's been a long night of trial and error for this sort of thing on my end lol

clear yew
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oof

frosty pendant
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Afaik you can't use particle collision to trigger sound without scripts πŸ˜•

fierce bane
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You are correct, particles cannot spawn an audio source or emit sound with any other way without scripts

jagged adder
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I have a question

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is it the model or the avatar override controller that makes it so that I can't bind full body animations to hand gestures

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it animates the hand instead, I'm trying to learn this shit I've taught myself how to make hand gestures sound effects and particle effects but I can't figure this shit out lol

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oh and also anyone got the milly rock animation?

icy crow
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you can only animate fingers and enable/disable objects with gestures

jagged adder
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except

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you can animate the hole body with gestures

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I know a lot of people that do it

icy crow
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no you can't. They might be enabling a duplicate of their model which plays an animation

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then disable their main body mesh

jagged adder
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actually

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you right

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thanks for the idea

frosty pendant
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Exactly. You can't animate any bones used by the IK for movement and stuff

valid crest
mint prism
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how do i spawn an object that doesnt move with me?

clear yew
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check the pins for my message

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i made an imgur album to explain how to do it

steady mantle
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Im having trouble with a gesture animation to go away. I made 2 spinning blades, but when I switch gestures it takes them a while to stop. Is there a way to make them instantly stop? Also if I use default gesture to stop them then use another gesture they reappear again....

clear yew
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you are using more than the frame 0.00 and 0.01 on the gesture

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which make it blend in with other gestures

steady mantle
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so no way around it?

novel otter
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Hello

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I would like a help

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It's simple I just wanted to add a custom dance for my avatar

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Anyone knows

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I downloaded the animation package

elfin oak
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is your character rigged?

novel otter
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I am on unity I know how to put my character to vrchat

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I need to add custom dance

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Anyone

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K

valid crest
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@novel otter when you say custom dance do you mean make a custom dance?

clear yew
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@steady mantle animate an empty game object instead

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and just activate it with a gesture with frame 0.00 and 0.01

valid crest
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There is a tutorial on how to do that above as well if you need to see a visual representation of it

novel otter
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Sorry here is the dance I want to add

steady mantle
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@clear yew like making a separate animated object?

novel otter
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No pictures allow

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Dam

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It's the orange justice dance from fortnite

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πŸ˜‚

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There this vrmod

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Anyone knows

clear yew
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yes @steady mantle

novel otter
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You know

steady mantle
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thanks I'll try o. o

clear yew
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you can add an empty game object on the wrist

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parent the sword to it

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animate the empty game object to make the sword spin

novel otter
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Hu

clear yew
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remove the animator from the empty game object

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find the animation file that you just made

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make it legacy and set it to loop

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give that empty game object that animation file

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disable it by default

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and use a hand gesture to activate the animation component

novel otter
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R u telling me

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Or the other person

clear yew
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other person

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since i even pinged him

steady mantle
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oh o. o

fallow pier
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What audio files work for vrchat?

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What I heard is that mp3 does not work for animations?

clear yew
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they do

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mp3 ogg and wav all work

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sometimes audio breaks if the audio file is too large/long

steady mantle
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@clear yew it works πŸ˜„

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thank you!

clear yew
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np

gilded copper
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ogg or wav are the better options from what I have seen especially for looping sounds. mp3 files tend to have this automatic fade out sort of deal which makes audio loops from beginning to end less seamless

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Basically they don't loop well from what I've seen when using them

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Easy to convert tho

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Also aren't mp3s fatter?

clear yew
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ogg is more optimized

fierce bane
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mp3's fading out depends on how they're made, if they have a faded ending, they fade, otherwise they don't. It's just a format.
and yes, prefer ogg as well

clear yew
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mp3s do tend to have a split second of silence at the start of the file due to the way they're encoded though

slender rivet
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Anyone knows how do you trigger multiple gestures? as in when you do rock and roll with the left hand a prop appears and nothing in the right hand, and when you do rock and roll in the right hand another prop appears but none in the left hand.

clear yew
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Hm...how do you anime multiple humanoids? I have an avatar and attached to it (inactive) is another one. I basically want to animate the second one approaching the original. If the animation contoller is the main one, every time I try animating the second one, it is the main one that moves. Do I make separate animations and trigger them both with an emote? I'm not sure how to go about this. Halp.

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@slender rivet - you can't do it if it's mutually exlusive. If gesture 1 makes the item in right hand active (AND NOTHING ELSE, no touching of the left) and gesture 2 does the same for the left, then you can activate one gesture with the right shift and one with the left and both props should appear. Otherwise, no.

slender rivet
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well shit, thanks anyways

dense plover
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Has anyone got a shockwave, or weak screenshake shader I might have?

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just pm me ❀

spring nova
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@slender rivet no you can do that. Think of it this way; if you have a cube inside a gameobject, you can disable the cube and it will disappear just like normal. But if you disable the gameobject, that too will make the cube disappear, because anything under it is inactive as well. You can't control a single gameobject with multiple gestures on it's own, but you can control it's parents. Using this, you could make some basic AND or NAND functions

slender rivet
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@spring nova i kind of get what do you mean, but idk how to implent it in the animation

spring nova
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Have you done regular gestures, like a sword or a gun or something?

slender rivet
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Yeah, plenty

spring nova
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ok well let's map out what exactly you want to happen. Fill in the blanks:

Gesture one active:

Gesture two active:

Both gestures active:

slender rivet
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Lets say gesture one cube
Gesture two sphere
Both gestures plane

spring nova
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Does this make any sense?

slender rivet
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Oh i get it (thank you for the trouble btw) but isnt there a way to just let the left hand (lets say) point gesture spawn a gun, and the right hand point gesture spawns a sword

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Or is this the only way?

spring nova
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What you're talking about is called split gestures, and right now it's not really possible

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You can sort of do it with particles, but that comes with a lot of annoying limitations, like no sound

slender rivet
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Oh, well screw that then, I'll stick with your method

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Thank you very much, and sorry if i wasted your time or bothered you

spring nova
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nah don't worry about it, that's what these channels are for. I wouldn't have replied if I was busy with something else πŸ˜›

hollow perch
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You can do split gestures to spawn particles using particle inside triggers on the fingers of your hand to detect when they move together or apart

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But particles won't show to nearly as many people in the upcoming version of vrchat so that's sadly now a concern when using them to design features of your avatar

spring nova
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Ah, good point. That's unfortunate

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Particle logic has always been really sketchy anyway since it's not synced, so stuff might not work every time for every person

grave stream
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Hey guys i someone still awake here?

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When my character is standing or going from a movement to a standing position it just flickers back and forth to the positions, kinda teleporting but the character is allways on 0,0,0 in the editor. Problem is it is using the standart animations.

clear yew
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make sure that they end at 0.01

grave stream
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That what ends on 0.01?

clear yew
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the frame

grave stream
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The positions?

clear yew
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yes

grave stream
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In unity or in Blender?

clear yew
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well

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hold up i dont make walking animations lol hold on

grave stream
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I dont want to acutally animate something ^^ Its just that the transition from the standing and walking animation is extreme

clear yew
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its probably unity

grave stream
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Like my viewpoint is on my right shoulder when I stop walking, thats kinda weird

clear yew
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you know the dot?

grave stream
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Yeah I thought so too first

clear yew
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like, on custom avatars

grave stream
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Yes and Ive placed it right between the eyes, when I walk its at the exact place

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but not when i just stand there

clear yew
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oof

muted prairie
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Custom idle animation ?

grave stream
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no nothing custom at all

muted prairie
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make sure your armature is correct in blender then, if one bone has a rotation, it might try to adjust in the app and your model could be arched on the side

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And make sure you're at 0;0;0

grave stream
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Hm good thought with the rotation, I'll check that and get back to you guys if i dont fall asleep.

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Thx πŸ˜ƒ

tribal root
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I know it's late but I'm having issues with adding a pistol to my character and while trying to stop using it the emote takes a considerable time changing

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but it is only my custom ones that do this

spring nova
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The animations need to have keyframes at 0:00 and 0:01, nothing else. You probably have some out at 1:00

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and both of those keyframes should be identical otherwise it will flip-flop back and forth. Just copy the first frame to the next and delete anything else

tribal root
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not so much the case for me. although this only happened once I added audio

spring nova
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if it takes long to transition I 100% guarantee it's because the frames are not at 0:00 and 0:01

tribal root
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but they are set at 0:01

spring nova
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you must have another one further out

tribal root
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I'll see what I can find thank you

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Although I do suspect that for the one it may be the chambering animation that is affecting the on but the other is just a silent static still experiencing the same issue

novel otter
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anyone

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pleae can u help me on simple thing

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so i have a file pakage animation on unity but wen i enter unity i can find the file

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any help

clear yew
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I’ve seen people add video files or gif files to there avatar how is this done?

grand lichen
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hey guys, is it possible to have two animations playing on your avatar at once?

I have a set of wings and a tail that both have an animation playing at all times

but it will not let me have them both animated in the game, they both run in unity but not vrc

(i know i can mix them both in the same animation but i'd like to have some randomness to the animations)

novel otter
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any helpers here

final gazelle
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@grand lichen if you've got your avatar set as humanoid, it's got something to do with how VRC or the muscle animator handles things -- it can't animate anything outside of the normal humanoid bones for some reason

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if you've got the wings and tail as separate objects with their own generic animators, that can still work, but might be a little bit of a problem making them look perfectly attached to your model unless you clip them inside a little bit

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you can't get videos or gifs playing directly on your avatar from what i understand, but you can use a shader which takes animations from a spritesheet

novel otter
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so thi emote i wanted to add to my avatar but it says nothing to import wen i try to open the file

grand lichen
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ah damn, i figured out the issue, but i dont know how to solve it lol

so i got both animations playing at random

but when i add my gesture override for my wing closing animation it disables the one animator

here is it actually working with both on it

https://gyazo.com/5dcbee684750df05dbf9b8ce6ca865f9

clear yew
#

Hm...how do you anime multiple humanoids? I have an avatar and attached to it (inactive) is another one. I basically want to animate the second one approaching the original. If the animation contoller is the main one, every time I try animating the second one, it is the main one that moves. Do I make separate animations and trigger them both with an emote? I'm not sure how to go about this. Halp.

#

@final gazelle but I’m pretty sure you can put gifs on a sprite sheet with some work

#

you can use gifs with either a shader or a particle spritesheet

#

or if you are insane enough you can key frame every single picture yourself

#

Thanks man πŸ‘πŸ˜˜

molten elm
#

When importing animations, how do I keep the feet from moving around on the ground and make it look like the "Feet IK preview" in unity.

molten elm
fallow pier
#

Does anyone know why "Trail Renderer.Time" is shown as missing when I copy and paste for snail trail?

unique inlet
#

Who wants to help me with an animation? πŸ‘€

grand lichen
#

@molten elm there is an option to bake parts of your pose in the animation. One locks the height to your feet

molten elm
#

where's that?

clear yew
#

click on the animation file

molten elm
#

it just sets the height of the animation itself

#

it doesn't make the feet not move and slide around weirdly

#

i was just wondering what you do to make it look like when you click on "Activate feet IK preview"

#

which basically makes the animation look way less scuffed

tribal root
#

Ok new issue from last night I fixed everything and worked fine. went in this morning to add some new stuff and was content with it. As I entered the game my audio no longer worked. as I returned I've found the the sdk keeps pushing my audio priority back to 200. any idea on how I can fix this as it keeps reseting it? The volume isn't set super loud either but now I can no longer hear it.

tribal root
#

plz help

novel otter
#

anyone here

tardy abyss
#

Is there a way to toggle an animation off/on (in VR)? Basically, for something like eyebeams. Where instead of holding down the secondary trigger, it would be 'locked' until I press it again (like a flashlight).

stray sinew
#

^ Please, I want that too lol

fierce bane
wide heron
#

I have this problem where my trail stays for a bit frozen, when the particle hit a collider and explodes

spring nova
#

turn on die with particle

obsidian vigil
#

@spring nova soooo... im tryna get a shockwave to work when a square of particles collides with anything to appear, though, they only appear once and if i hit the ground again before waiting at least 10 seconds they wont appear again

#

any way to change that?

spring nova
#

This is using particle triggers?

obsidian vigil
#

nope

#

im spawning a child system on collision

spring nova
#

max particles too low?

obsidian vigil
#

theyre set to 1000000

#

still wont change anything

#

πŸ˜‚

#

if i play with the amount it just spawns all of em in one place

#

and increases them stacked

#

on top of eachother

spring nova
#

The thing that initially collides and subemits, does it properly re-spawn a new particle after being used? You could do that with a constant emission or a gesture

obsidian vigil
#

well, my gesture enables the emission which is set to 10 per second

#

and they collide like they should

#

i felt like the subsystem set to a lower lifetime would fix it

#

but its barely visible now

#

whenever it triggers

fierce bane
#

lowering the lifetime of the subsystem wouldn't help unless it was running into the max particles limiter (which you said is 1mil so that's not it)

#

so the gesture enables emission on the parent, which is also a high limit I assume?

clear yew
#

Could someone explain to me how i can make custom Crouch/Prone animation on my avatar (VR if it even works) and sitting animation on chairs in my world?

wild bluff
#

hey i have a question, i am doing a model for a friend and he wants to thro the models glasses away with an animation and wants it to stay on the ground (amaybe particles)

#

any idea how i can make it an infinite throwable pair of glasses

obsidian vigil
#

Well... you need an animation which shoots the mesh particle with gravity probably

#

And another one that turns your system back off

wild bluff
#

hmmm interesting. i have seen a gun where the particles dont break upon ending the emote and i was thinking of something like that.. like it doesnt die when the emote does but when the lifetime runs out

#

any idea on that? if not ill do the way you said

obsidian vigil
#

Thats done by turning the emission on and off

#

And leaving the particle system itself always active

#

And put lifetime reaaaaally high

#

To reset disable and reenable the particle sys

torn pawn
#

there's two ways to do it, oneis emission, but if u want to hide it behind combo u have to spawn a ghost particle that subemits main

next shard
#

anyone know any good muzzle flash

#

if i can find one for free? xD

weak summit
#

Im curious

#

is it possible to have a animation play in the direction you're looking at

#

like a walking animation

#

If the base of a avatar does not move

#

can you have certain parts of the avatar animate based on what direction your facing

twilit latch
#

do someone know how to change the crouch Idle?
i tried in the override but it does nothing 😐

clear yew
#

i need sum help when i put my animation on my avatar and use the animation tab on the avatar it doesnt move

#

or do the animation even though i did it already

clear yew
#

Anyone happen to have experience with ripping UNITY3D models?

#

rule 13

#

oops my bad @clear yew
i also just noticed i posted in the wrong sub.. sorry for that too..

fierce bane
#

@weak summit when you start an animation it will be based on the direction you're already looking, look at backflip for example

weak summit
#

So if the base does not move at all

#

well

#

I mean rotate

#

but same thing

fierce bane
#

you can animate your avatar (including the root) with an emote to move it around. For example, run forward and slide into a portal or something

#

your own position will be where you started, camera included

weak summit
#

I have another question

#

My avatar wont animate at all

#

yet it has the proper humanoid rig

fierce bane
#

take a bone and rotate it, does the bone move separate from the mesh?

weak summit
#

yes

#

how do I fix that?

fierce bane
#

you need to go into blender and weight paint the avatar

weak summit
#

how do you do that?

fierce bane
#

if the bones move separate from the mesh, the mesh isn't bound to it with weight painting

weak summit
#

whats weird is

fierce bane
#

that's semi complicated, I suggest checking a tutorial

weak summit
#

in blender

#

it works fine

#

I can move the bone

#

and the mesh moves with it

#

what does blue mean?

fierce bane
#

in pose mode it moves with the bone?

weak summit
#

yes

fierce bane
#

then it should be painted fine

weak summit
#

is this correct?

#

uhh

#

I'll Assume its not correct

fierce bane
#

other than maybe an extra bone, that looks fine for skeleton

#

I can't tell you about weight painting unless each bone is seen with it though >.>

#

or at least one to see if it is properly set up

weak summit
#

I dont get it

#

I mean

#

it works fine in blender

#

but the second its imported as fbx to unity

#

everything implodes

fierce bane
#

if it implodes you've got blend shape issues

#

make sure you have a "basis" and 4 after it for eyetracking (required even if you don't want it, just have blanks)

weak summit
#

I meant inplode as a joke

#

it does not actually cave in on itself

#

its just stuck as a tpose

clear yew
#

you rigged it as humanoid in unity and it give you 0 errors ?

weak summit
#

other than hand errors

#

and the model has no finger bones

clear yew
#

what hand error ?

weak summit
#

1 sec

clear yew
#

also

#

did you add a vrc_descriptor

#

and added the override controller ?

fierce bane
#

if you want emotes/gestures to do anything as well as headtracking, you NEED 3 finger bones at minimum as well as the rest of the skeleton

weak summit
#

I dont plan on using headtracking

#

my avatar has a descriptor

#

but no override

clear yew
#

if you dont add the override

#

the model will be in T-pose

#

or A-pose

#

add the override

#

and then test the model in play mode

fierce bane
#

er...isn't the override only to override the pre-set ones?

weak summit
#

how do you add the override?

#

I dont see a override in components

clear yew
#

i dunno

#

i thought you always needed that override

#

it's in the vrcsdk folder

weak summit
#

its in play mode

#

its doing nothing

clear yew
#

put the override on the "animator" component too

#

just to see what happen

weak summit
#

I dont have a animator

#

only a descriptor

clear yew
#

add it ?

weak summit
#

wait I do

#

:P

#

anyways

#

I cant find the override

#

is it custom override?

clear yew
#

customoverrideempty

weak summit
#

ues

#

*yes

#

all of the animations say none

clear yew
#

yep

weak summit
#

where do I drag it?

buoyant iron
#

do you guys think its a ban worty animation

#

i would put it on one of my avatar

weak summit
#

Uhhh

#

Where do I drag my heckin override

clear yew
#

animator to test in play mode

#

descriptor to make it work in-game

weak summit
#

decriptor?

clear yew
#

@buoyant iron no

#

that animation is everywhere also

buoyant iron
#

oh okY

#

Thanks for your opinion

weak summit
#

derp

#

nothing was controlling the animator

#

So

#

If I use simple avatar animator

#

would that work fine?

fierce bane
#

you shouldn't have an animator at all unless you're using generic rig

weak summit
#

Oh

#

Im using humanoid

#

@fierce bane its now yelling at me that it has no animator

fierce bane
#

wait...what exactly are you looking at?

#

correction, "animator" are fine, avatar controller is what you shouldn't have

weak summit
#

@fierce bane is this fine?

#

what should control the animator?

clear yew
#

how how i make particles have physics and collide with world

#

aaa

#

Attach the particles to the model with fixed joints, and then set the particles to react to the world. If you attach the particles directly to the model, the world collision will not work

#

you confuse me

#

screenshots?

#

nvm

fierce bane
#

@weak summit Yes that looks fine, though generally you want "apply root motion" checked

weak summit
#

thats weird

#

I still dont have animations on it

ruby thistle
#

Question, in an animation clip if i want a song to play say during a dance anmation what would i need to do?

clear yew
#

i'm figuring that out too lol

ruby thistle
#

I think it would be like adding any guesture override. But idk where i should put the animation source to the hierarchy

clear yew
#

aight, so

#

is your animation imported

#

if it is duplicate your model and drag and drop your imported animation into it

#

if you did it right you should see it in the animation section

ruby thistle
#

yeah i would be importing a clip from mixamo

#

but with that said. would i need to upload the mesh im using for this imported animation to work?

clear yew
#

no

#

just drag and drop

ruby thistle
#

nice

clear yew
#

unless you don't have the bones for it

ruby thistle
#

i only have one more problem. i cant add audio source to this animation

fierce bane
#

make a duplicate avatar, drag and drop animation onto the duplicate, add to/edit animation

west nacelle
#

hey can someone help me

#

i just want to know how to make an animation, and have the animation sit there, while im moving

ruby thistle
#

tried that, keeps saying the animation's armature is missing :/

muted prairie
#

Look up animation override, you'll add that animation on the walk forward @west nacelle

fierce bane
#

@ruby thistle then the bones are probably not set up correctly for that specific animation

ruby thistle
#

goddamn it

fierce bane
#

the bones must match what was used to make them exactly

west nacelle
#

@muted prairie so will it spawn when i move

ruby thistle
#

so then i will have to drop my model into miximo instead of using the place holder

fierce bane
#

you could fix it by clicking twice on each property of the animation and fixing the path to the correct bone, but you may have issues of them not moving exactly right if it wasn't simply a differently named bone

ruby thistle
#

its only allowing me to delete said properties. idk man i feel like should talke this when i have more time

fierce bane
#

you can fix the path by clicking, pausing, then clicking a second time on a property, it'll open up a text box that you can edit (I'd suggest copying it into notepad or something to compare)

#

but yeah, it'll take a while if you didn't use a matching rig

ruby thistle
#

i'll say this. i have mad respect for you animators. this seems to take longer and seems harder than painting or sketching

#

gotta have the patience of a saint.

muted prairie
#

@west nacelle When you'll move it'll use that sitting animation

west nacelle
#

can someone help me delay an animation on my avatar

clear yew
#

how do i make physics on particle effect

#

i know how to do collision burger

ruby thistle
#

is there a quick way to set my models rig to active? not using MMD modle.

sweet zealot
#

Legacy gesture animation question - is it possible to have my idle animation be inturrupted by a gesture then reset after the gesture?

paper glade
#

@sweet zealot To my knowledge, no because hand gestures only affect finger positions.

sweet zealot
#

i found a way πŸ˜„

paper glade
#

Huh

#

Wait so this is through Legacy or what?

sweet zealot
#

legacy

#

my legacy animation particles wont stop emitting. they are only supposed to last 1 second...

undone glade
#

@sweet zealot is it set to loop?

sweet zealot
#

nope. I tried Default and Once, the particles wont stop

clear yew
#

@sweet zealot lol

#

Uncheck the box on your last keyframe to disable the particle system

#

And remove loop

#

On the animation file

#

@sweet zealot or disable emission

#

In your keyframes

cedar thicket
#

Anyone know how to convert a VMD motion file to work with cats translated armatures?

clear yew
#

Use either blender or mmd4mechanim

#

@cedar thicket

#

If you use mmd4mech make sure you create a new project file just for vmd conversion

#

Or you will corrupt your existing project

clear yew
#

does anyone know how to import and use animations from mixamo?

icy crow
#

when you import the fbx into Unity, make it a humanoid rig then duplicate the animation file thats inside the fbx@clear yew

sweet zealot
#

Alrights, so if i want a poof of particles to play once on gesture what do i do then?

clear yew
#

Thank you @icy crow !

rare stag
#

I just added a dance emote to my avatar, but when i use it in game its hips are stuck in place and it doesnt move around like the original dance. How do i fix this?

rare stag
#

ok, i got it to move around, but now the hips stop rotating after a few seconds of the animation

weak summit
#

Can somebody help me?

#

My avatar does not move or preform any animations

#

I would ask Richdur

#

but he's offline

#

Also the head bone does not dissapear

short maple
#

does anyone know how the hell do you fix the hip rotation when dealing with vmd animations?

torn pawn
#

^ i need to know that too ❀

short maple
#

yea 😦

torn pawn
#

also, does any1 know if Milly rock motion is public and where I could get it?

#

too lazy to download fortnite 😦

tardy abyss
#

Is it possible to make an animation to pull a gun out, and another one to fire it?

short maple
#

after looking at the history of vmd discussions here it seems they are getting avoided so idk @torn pawn 🀷

#

we'll just have to research online

#

lol

torn pawn
#

@tardy abyss yes, make the particle+audio a child

#

and activate it with different gesture

#

so u can trigger it only when the gun is out

short maple
#

something is happening between the export process of fbx because in blender the animation looks to be fine completely πŸ€”

tardy abyss
#

Hmmm. I'll try that, @torn pawn. Thanks.

torn pawn
#

u can shoot 5 different guns with 1 gesture

#

and only active gun particle/audio will be used

#

as all other parents are disabled

short maple
#

I'm starting to get the feeling that the way how people do it is probably not a proper way but in a way that they hide the real model and show a generic avatar that's playing it

#

but then again the fbx export doesn't save the hip data so idk...

stray sinew
short maple
#

oof...

#

tried that but still doesn't work

#

wait..

#

So I checked the bones of my main avatar with the one that I use to export with the animation. They both have different bone names

#

problem is that if I decide to fix the model with CATS in blender it stops the dance animation except for the shape keys of the character.

#

main character has:

  • Armature > Hips > ButtTail1, Left Leg, Right Leg, Spine

character with motion has:

  • ParentNode > Center > Lower Body, Upper Body
hollow perch
#

Ya I had the same issues. I think the way you are supposed to do things is use the model with center etc to import as a humanoid model and then take the humanoid format animation and apply it to your avatar

short maple
#

yeah that's what I've tried to do but it seems to forget the hip rotation 😦

#

yay I just accidentally deleted my project

hollow perch
#

😒 Maybe you can combine both somehow: copy and paste center rotation and position from the generic animation into the humanoid version and you can edit the path by clicking once or twice on the left part of the row that says Center Position or Rotation and just backspace everything to rotate the whole avatar for example. I've heard also of people fixing this sort of thing manually so I hope that is not necessary

neon aurora
#

anyone help me on this? so i made a 3d transparent sphere that rotates, however it follows my headmovement and rotates when i look around, how do i make it not rotate with my head?

obsidian vigil
#

@neon aurora by putting it into an empty object thats parented to your armature and has a fixed joint on it

#

with your armature as a rigidbody attached

woeful flame
#

What's the best program that you guys found for animations?

short maple
#

I just had a crazy idea but idk if it's worth doing but

#

@hollow perch if I duplicated a generic avatar that works with the animation. Would it be better to hide my current avatar and then reveal the generic one while the emote is playing? πŸ€”

#

managed to recover the other avatar that I deleted too

final gazelle
#

that's a fairly common technique actually -- just make sure you're hiding the mesh renderer rather than the whole avatar

short maple
#

yea

hollow perch
#

hiding the main avatar and showing another copy is a common way to do animations anyway

final gazelle
#

it's used a lot with MMD dances

hollow perch
#

hiding body mesh is usually what I do rather than hiding just the mesh renderer

#

is there a difference?

#

I mean the whole Body game object

short maple
#

I had a bit of a thought regarding the MMD world map and I noticed that in some cases my actual avatar wasn't playing the animation, but possibly a generic one. So faking the animation might be worth it

#

if you can match the textures and the mesh with your current one, definitely

final gazelle
#

that should work too -- there might be a difference, but it's something obscure that i'm not too sure about if there is

short maple
#

this is the current avatar I have but the one selected is the generic, so I made sure it doesn't look different to my current one https://imgur.com/RkgI8On

obsidian vigil
#

@short maple that looks very similar to a cartoon ive seen

#

somewhere on youtube owo

short maple
#

ye

hollow perch
#

I suppose the humanoid animations are useful mainly for the MMD worlds where anyone's avatar needs to be able to dance. it also would let you apply the same animation on all of your avatars without having to reimport each one as generic

short maple
#

its an umbreon from pokemon

hollow perch
#

but other than that generic is probably more faithful to the original VMD animation

short maple
#

ya

obsidian vigil
#

i know πŸ˜‚

hollow perch
#

it is cerzix's evolved form

short maple
#

🀣

obsidian vigil
#

Tru

#

but i never evolve ❗

#

Eevee best mon

#

but yeah i remember a cartoon where the protag looked like that umbreon

short maple
#

yea

#

@final gazelle mesh renderer would mainly also be the property one called "Is Active"?

final gazelle
#

it should probably only have "Is Active" as an option in the animation, i'd think

short maple
#

yeah

final gazelle
#

though yeah, that'd be the only thing you need to animate if you're trying to toggle it on and off

short maple
#

yea

final gazelle
#

@hollow perch i haven't been able to find the old conversation on this discord about it yet, but the difference between toggling the body mesh and the skinned mesh renderer might have something to do with where your animation continues from when you switch it back on

#

as in, whether it restarts from the beginning or continues from where you left it last

short maple
#

@torn pawn I figured it out but it took me almost 9 hours to do, but what you want to do is make the vmd animation a generic for a hidden avatar inside your current avatar.

torn pawn
#

i know that method

#

and it sucks

short maple
#

That way when you use a hand emote, your current avatar disappears and the generic avatar appears.

#

True

#

But it definitely works

#

It was really the only way I could fix the vmd issue

torn pawn
#

yea that's what i'vebeen using, but would like to actually know how it's fixed, for instance in MMD dance map

short maple
#

I think that map uses generic animations too

#

Idk

#

They've either went ahead and manually fixed any hip issues with the animations or done some kind of method where it used your own avatar as a generic or something

stray sinew
#

Might someone have some troubleshoot for me? I have a avatar I want to breathe out fire but the stream of fire particle keeps moving into different spots than where I have it placed in Unity. Been trying to do this in video but still doesn't work https://www.youtube.com/watch?v=yZxfQkxvxRI

Had to re-upload because of audio being too quiet should be fine now. I forgot to mention it in the video, but Murmur also answered questions I had and helpe...

β–Ά Play video
#

has there been changes to these things ?

icy crow
#

Make sure the game object containing the particles is always active

#

And only enable/disable the particles in the animation

stray sinew
#

🀦 GG that worked
But now my fire shoots straight down instead of forward lol

#

okay, looks to be fixed now. Had to reset the rotation on the flames . GG thanks @icy crow

icy crow
#

Np

bitter gyro
#

Wondering if anyone knows a way to make a world particle sub emit without it having to be child of the particle system it's sub emitting from or at least emit from a specific location every time without it being affected by the rotation/location of it's parent.

#

Using particle triggers and trying to figure out how to, for example, stick my hand out in front of me and activate a sub emitted world particle system that's exactly two meters right in front of me on an empty fixed joint so I can walk around and admire it myself.

#

The problems of saving gestures. 😩

obsidian vigil
#

sooo....

#

ive animated a luma

#

but everytime it goes back to the middle

#

it does this weird bounce

#

i tried messing with the curves

#

but i dont really know how to prevent it from doing that

#

those are my curves

#

the small highlighted section is where it happens

#

/where the end joins with the start

clear yew
#

So I have some chainchomps as earrings on this avatar

#

and they have fully working mouths

#

so I was wondering if it was possible to make them bark if I were to touch them or something?

#

Or do I have to put it as a gesture override?

fierce bane
#

in a world you could use triggers I believe, but you'd need a gesture for avatars

hollow perch
#

You might be able to parent them to the eye bones so they will chase whoever is looking at them with the eye tracking

#

And attach dynamic bones to make the chain move around.

muted prairie
#

@obsidian vigil Is it looping correctly on your keyframes ?

steady mantle
#

Hi guys what are the common gesture to emotions animation?
Like
fist = angery
victory = smile
what are the rest?
Its my 1st time trying to animate full emotions .- . (I dont usually do this as a desktop user but im planning to publish the model for everyone)

muted prairie
#

I don't think there's any rule on that, it's more about what you feel matches well together

steady mantle
#

okay =w=

#

ye need to link them

bitter gyro
#

@clear yew I don't know how badly you want it to work, but there is a blendshape shader made for VRChat that will activate a shapekey either by how close your camera is to the object or if you have a mesh with a specific shader intersecting its mesh.

#

Just google Blendshape shader and it'll be on github.

#

It's a little hard to set up initially though.

#

Honestly, you'd probably have to resort to theatrics if you wanted the full effect. That means giving up a gesture to activate them at the correct time.

steady mantle
#

Do ye guys keep the animator files for gestures or ye can delete em?

muted prairie
#

Keep your files πŸ˜ƒ

steady mantle
#

okay thanks =w=

neon aurora
#

anyone know why it says "error uploading... unable to upload unity package"?

clear yew
#

no

short maple
#

is it possible to restart an animation of a generic model when the animation is set to your hand emote?

upper bone
solar bloom
#

depends if it's an emote or a gesture. if it's a emote i don't think you can, if it's a gesture just not animating the legs at all should do the trick by itself

undone glade
#

VR or Desktop?

#

Well actually now that I think about it I assume desktop

#

The only way I think of going about this is either an animation override or an animator on the avatar itself

#

As in making an animation with nothing but guitar, arm-finger animators. Debug the animation make sure it's set to legacy and looping depending on the length (assuming) and adding an animator component to the avatar you're going to upload

#

@upper bone

#

That's if you want it out at all times

#

Otherwise possibly same thing, but instead of debugging you just put it on a controller and replace one of the VR gestures

#

Don't think any debugging is necessary if the animation is at 0:00 and 0:01

upper bone
#

i tried just putting it on a gesture as it is but it would only show the guitar, the arms were just the standard idle

#

what i was trying to do is i have the guitar on his back and then have him hold it in his arms when triggered

#

its for a fren and he doesnt have vr so

undone glade
#

Try the animator thing then and have it deactivated by default, believe there is an option where when you activate the guitar you can also activate the animator.

#

@upper bone

#

Not the blinking, but the whole setting up an animator

#

But it can also be applied

upper bone
#

doesnt work :c

undone glade
#

Hitting play and everything?

#

I have a friend who knows a way of sort to do this, but they're likely asleep at the moment. I'll message them

upper bone
#

lmao i didnt think animating arms would be so complicated

icy crow
#

Make a duplicate of the model and put it inside your original model, put a new animator controller onto the duplicate, record your guitar animation

#

Then just enable that duplicate and disable your main body mesh in a gesture or whatever

violet moss
#

As I understand it, emotes disable tracking while they play, you can’t have tracked motion playing under an emote at all

upper bone
#

but other desktop users have their hands for example resting on their hip and the legs still track?

upper bone
#

oh nevermind i got it

clear yew
#

I'm sure you all have had an avatar where the mouth was open in normal gameplay. Well I have an avatar that does that. However, I have an animation that I ripped from a game (Dead or Alive 5 in this case) where the mouth functions like it should. Should I apply a rotation to this model in the rigging tab, the mouth with work for normal VRChat animations, but not the DOA5 animation.
Does anyone know what to do in this case?
I need the jaw bone to be assigned for the mouth to move in the animation.
If required, I can provide files needed.

fierce bane
#

@clear yew Make sure the top of your shape key list in Blender looks like this
https://i.imgur.com/oTtJZ7S.png Whether you have eye tracking and lower lids or not, they need to be there in this order.

clear yew
#

This model doesn't have shape keys though

fierce bane
#

it NEEDS to have all 5 of those in that order at the top

#

the names don't actually matter though

clear yew
#

Is it possible you can look at this?

fierce bane
#

VRC uses visemes, and not animations to show talking

clear yew
#

At the model?

fierce bane
#

so you could transform the animations into the shapekeys you need for visemes

clear yew
#

I'm not trying to talk though

#

Look. The animation I've ripped needs to have the default jaw rotation.

fierce bane
#

I don't know what to tell you there. If the jaw isn't in the right position when the animation runs, it doesn't match what the animation is looking for as starting values. I don't think I'm understanding what exactly the issue is you're having

clear yew
#

Let me see if I can word it better.

#

For vanilla VRC animations, the jaw will be open.

#

But the custom animation will work correctly.

#

However, the vanilla VRC animations work if I rotate the jaw bone, but the custom animation will not work.

fierce bane
#

I think you may just be stuck there, as the two different animation sets are looking for different starting points...

clear yew
#

I think I might have a potential solution

tribal root
#

sorry I'm such a bother but I messed around and now my pistol I added no longer shows up in vrchat. I have my animation time right and it added under the animation. the fingers move appropriately but it no longer appears

clear yew
#

What if I made a shape key that would correct the jaw bone during the animation?

chilly vapor
#

if you use a shapekey, you dont even need the jaw selected in the humanoid at all

clear yew
#

I need it though

#

The animation uses the jaw bone for animation

#

I’ll test my theory once I finish homework

tribal root
#

I suppose this means no help

chilly vapor
#

if the animation is directly from the game, then it will know how to use the jaw correctly reguardless. If the animation is just a mouth pose, then it's probably easier to just turn it into a blend shape

#

@tribal root did you move the gun around the hierachy at all?

tribal root
#

Well I have it under my wrist

#

I had it working but for some reason it no longer appears in game

chilly vapor
#

what i mean is, did you change the location of any components from the fist time you set it up?

#

or did you rename anything

tribal root
#

No I started from scratch to try and fix it

chilly vapor
#

and in the animation, nothing has a yellow name?

tribal root
#

Not that I can see

#

So I have no idea why it's broken

violet moss
#

Question about the Trust System's custom animations. If someone's custom animations are blocked by my safety settings, will I have any way of knowing I'm blocking it?

ashen sedge
#

When you open up the quick menu you enter "scan mode", then above people's nameplates you can see if users got shaders, avatar audio and such currently playing. There will be a symbol with a red cross if it's being blocked. @violet moss

hollow perch
#

I think that's the other way: people blocking your animations. If I understand, the question is about how to know if I am missing out on an animation that someone else is trying to show me.

#

For animations, if you see someone flipping through hand gestures or doing backflips (or default emotes) without reason. I think all gestures revert to defaults if animations are blocked.

fierce bane
#

Direct from the first announcement on it
Avatar Feature Icons: If these have a red X on them, they have been disabled by your Safety Mode Settings. If there’s no red X, then the features are present on that user’s avatar, but they aren’t being disabled.

#

For you Lyuma, they'd just have to tell you they're trying to show you something.

hollow perch
#

Oh interesting. I feel like I experienced something different in the open beta. Also if I block animations wouldn't all avatars in that color show the same symbols?

fierce bane
#

not if they didn't have custom animations at all

hollow perch
#

Is this about the little icons that show up above the nameplate when you open the menu?

fierce bane
#

yes, this is for the scan mode icons

#

if they don't have custom animations, or non-standard shaders, etc. The icon will not show up at all.
If they have it and you can see it it will not have the red X, if you have it disabled with settings and they have it, it will have the icon with the red x

hollow perch
#

Oh so they need to have something custom for the icon to show up. That's why everyone's avatar had a different set of icons

fierce bane
#

correct

#

no custom feature, no icon

wide heron
#

if its not against the rules, does anyone know how to make an animation where it flashes an image on people's screen (only people very close to you) i want to make a Slender avatar. (not trying to be a troll)

clear yew
#

i think you can use canvas art

wide heron
#

canvas art? @clear yew

clear yew
#

im getting pinged every second

#

anyway i forgot what its called

#

canvas art is like for games i think??

#

its on top of other layers if im correct

final gazelle
#

@wide heron I recall reading of one world that was denied from going public because one of its baldi avatars had some kind of malicious shader on it, probably either a screenshake or a jumpscare done with a shader like what you're describing (can't remember if the type of denial was listed as "Other" or "ToS violation"). Would probably advise against anything that'd could be considered a jumpscare, otherwise it probably depends on the reactions of people you run into while using whatever you're doing

sharp helm
#

I think you'll manage with a screen space shader set to a non default shading layer

#

Not sure if it's high or low but either one

icy crow
#

Yeah but that's for a public world, the shader itself isn't against tos

final gazelle
#

it's more just implicit reading on my part -- if that one avatar was enough to get a world a ToS violation strike, then the moderation team probably isn't going to look kindly on any kind of similar things being done on avatars if it's reported to them

#

though yes, i don't think the shader itself is necessarily the problem, or any worlds that use it to make a HUD system would encounter problems

icy crow
#

Yeah I guess they just don't want the shader spread across the game as they can be annoying

#

But then again, Pepe is banned for some reason so who knows πŸ€·β€β™‚οΈ

final gazelle
#

the shader itself should be fine -- it's just more, don't use it to annoy the general public

#

and with something that gets rendered right in front of your face, that's a bit more problematic than something you can just look away from

slim sparrow
#

I'm sure they tolerate a lot more stuff on personal avatars than they do on public ones

#

I know someone who had an avatar with a gesture that spawned an entire room prop of about 3x3 meters

#

He put it in a world and the world was denied due to the room covering too much space

#

Not listed as TOS violation though

final gazelle
#

hmm, fair point -- that one's just an example of something gimmicky though, so understandable πŸ˜›

wooden shuttle
#

Hi, I would like to ask if anybody could help me with animating an object. I am trying to make it rotate on its z-axis but all the tutorials I was able to find are using scripts. Already blew 2 hours before finding out that the sdk doesn't support scripts. So, problem is, I'd need to make an animation for that but I don't know how to use anmations for anything else but spawning and activating with 1 frame animations

stray sinew
wooden shuttle
#

@stray sinew Yes, I think I can do it with that tutorial. Thanks

granite sapphire
#

Yo, I got a particles that only appear FOR ME in the mirrors ; any idea of what's the issue ? I didn't change the layers at all.

granite sapphire
#

Well ; I created a custom layer and it's working. Weird.

hoary coral
#

For an Avatar, If I put a custom Animator Controller on say, a rifle, and make a state machine with various animations for said rifle (clip in the rifle or out, etc) would the current state of that state machine be synced to all other players in the world?

Further, would the current state be synced to players who newly join the world?

Or will there be a problem where 1 person sees the clip in the rifle and another person does not?

timid prawn
#

why I cant put to 2 animation component ?

clear yew
#

cuz unity doesnt allows you

#

why do you want multiple animation component `?

timid prawn
#

what I can do if I want to a tail to move and something else like ears or something

clear yew
#

you can sue multiple animation files into one component

#

oh that

#

create a root bone for each of those

#

and animate the root bone

timid prawn
#

I don't get it

rain flicker
#

Anyone know where I can get the default idle animation? I'm trying to override the idle hand gesture because it looks kinda scuffed but that means I need to have an idle animation for the rest of the body or my character sits under the ground. If i use the sample idle in the sdk files the legs on my avatar bend the wrong way

#

the rig doesn't seem to be the problem since it works fine if I don't override the idle anim

lucid arrow
#

so trying to get a kagune(tokyoGhoul) animation on my avatar, I follow videos and when i up load it nothing happens in game

lucid arrow
clear yew
#

you are supposed to make animation on a duplicate

#

or it will break the model

lucid arrow
#

I did

clear yew
#

you didnt since the model broke

#

or you fucked up at some point and activated an animation on the main model

rugged steeple
#

you can fix it i believe

#

on the animator panel for controller select avatar controller t pose. then press the play button activate record in the animation window, deselect the play button and then deselect record i believe

lucid arrow
#

ok its no longer stuck like that, but the animation still wont play when i activat it

olive stump
#

would anyone happen to have a fortnite dance emote fbx or other animation file? asking for (cough) a friend

upper bone
#

is it possible to get the trail renderer to show in the mirror

glad cape
#

im new at making avatars and i have the problem that in my particle system the sub emitter wont work when the particles collide or die
i basicly wanted to make it that when particles hit something they spawn an image

#

anybody has ideas why?

clear yew
#

use burst emission on the sub emitter

glad cape
#

thx a lot ^^

#

but it looks kinda weird :/

#

it spawns a few pictures at once

#

even tho i made the particle system only spawn 1

clear yew
#

check the values again

#

burst mode have a minimum and maximum amount i believe

glad cape
#

works perfectly now thx

#

you might know how i change it so the pic wont move with the angle but stays perpendicular or horizontal depending on hitting a wall or the floor?

clear yew
#

change the render mode or the alignement of the renderer module

glad cape
#

alignement?

clear yew
#

yes, the billboard alignment in the renderer module

glad cape
#

changing the render mode makes it horitzontal and changing the alignment makes it perpendicular but can you make it depending on the place it collides on?

clear yew
#

not sure

#

never did anything like that

glad cape
#

well thx anyway you were a big help πŸ‘Œ

celest trout
#

Did custom blinking animations break just now?
My eyes seems to blink very slowly or not at all even though in the animation I have, it shows just fine

clear yew
#

Is there a way to get translated blendshapes on a vmd import?

neon aurora
#

anyone think they can help me on this? so i put audio source as a fixed joint so it stays where i activate it, problem is that at the center is where its at good volume, but barely move away probably like 5 steps and it becomes super low

clear yew
#

@clear yew I know how

#

Let me pull up a tutorial on how I did it

#

Basically, the animation you exported from Blender has characters that prevent it from being duplicated in Unity.

#

You just need to remove them

#

Also make sure both the model with the animation and the one you’ll use in VRC have their armatures named β€œArmature”

#

@clear yew This doesn't show how to translate the shapekeys

#

xD

grand lichen
#

So, if the legacy animations are going away.
How will we be able to animate multiple parts of our models?

I have an avatar that has a few things animated on it to make it look alive, the wings twitch and tail moves separately as they are not in the same idle animation. They are separate animations, but if legacy animations go we cant make these right? Because having a second animator on the same mesh does not get animated in vrchat.

Is there a way to add more than one animation to your avatar through only the base animator? I might be just overlooking something super simple though.

runic frost
#

any way to have two animations running from one gameobject now that the animation component is useless?

pliant plank
#

What happened to the animation component? :o

#

Welp i just read the announcement

runic frost
#

rip

pliant plank
#

Yep... gotta improvise yet again for literaly no reason...

next pilot
#

yup

#

wasn't broken dont fix it

pliant plank
#

At this rate it's more like
Working just fine, throw it away

next pilot
#

just like web pans

#

think this is there way of getting rid of crashing animations

pliant plank
#

I could've sworn that ALOT of people used legacy animations though

next pilot
#

yeah a good half of the player base does

pliant plank
#

"We are aware that some avatar creators use Legacy animations for various edge-case solutions where a non-Legacy animation might cause issues with the animator.Β "

#

Some

paper glade
#

I mean I don't use Legacy.

clear yew
#

Does this affect facial expressions and gun animations?

#

i dont use legacy animations??????????????????????

pliant plank
#

"However, almost all cases where a Legacy animation is currently used can be worked around by using a non-Legacy animation,Β "
A little bit of a skeptic myself, but if this was truly the case then why would creators opt into legacy instead?
Unless they mean fully animating it into a idle or something of the sorts

paper glade
#

They use Legacy as an easy way out to create a constant animation on an avatar

pliant plank
#

Yes, i use them myself aswell, otherwise one would need to animate an entire model for a simple animation attached to it, unless sleep deprivation is catching up to me and i'm horribly mistaken

paper glade
#

I have an animator on my body that tells my model when to change its eye material to a halfblink or a full blink

#

Small stuff like that

runic frost
#

to make an animation loop, leave that animator on, to make it play once disable loop time on the (non legacy)animation. to enable and disable the acting animation, enable and disable the game object.
Main issue I see with this is that you can stop and start animations without sacrificing the children

paper glade
#

Alright I've been given the go by Xiexie to explain. To set up an animator for your model, you'll need to first look at your project files for Unity. Right click and hover over "Create" and then click on "Animator Controller." Go to the object you want to animate and then click "Add Component." What you want to do is type "Animator" (NOT ANIMATION) and then add that component to your object. If it's blinking using shape keys you want, add it to your body. If it's something else, attach it to what you feel is necessary to animate, but be sure if it's an object, assign it to an empty game object first, then attach the animator to that game object. After doing so, create your animation from there starting from that object. Hopefully this helps clear ANY confusion brought on by all this. Forgot to mention that you need to assign the animator to the component as well whoops

runic frost
#

id say that is pinnable

paper glade
#

The Animator component has been a thing already.

pliant plank
#

My only confusion was honestly in regards to why it's being removed, it was and at the moment still is fairly simple to setup, it just feels like things are being overcomplicated for no reason at all, sure people can adapt, but that's honestly my only "issue" i guess you could call it

paper glade
#

Thing is setting up animators isn't super complicated at all.

runic frost
#

i believe it getting at making a controller for multiple animations

#

but we still have to sacrifice the children

paper glade
#

Have to sacrifice some children, yes, but I assume it's easily fixable by applying an animator to another part of your hierarchy along with the main avatar.

runic frost
#

how do you reliably start and stop the animation from playing

pliant plank
#

I acknowledge that controllers are effective, a bit more complex no denying that, but functional, yet i still see no reason to deprecate legacy

#

Good question

runic frost
#

no unless most of all this Discord shows the desire to do it

pliant plank
#

Kinda wondering what version of unity deprecated it

#

Time to do some research...

paper glade
#

Yeah basically

#

Yea basically

#

Too exploitable

pliant plank
#

That explains why i couldn't find anything about it being gone for good

#

How was it exploitable though?
Excuse my slowness but sleep deprivation n' all...

clear yew
#

im a night owl

dusk fjord
#

To keep a particle from rotating with someone's head, do you set billboard alignment to facing?

runic frost
#

turning yes

#

tilting no

pliant plank
#

Me too quen, although it's almost like 8am now so a morning owl atm

#

Welp there's a request not to remove legacy animations on the canny

#

115 people already upvoted it apparently

paper glade
#

Boi lol

pliant plank
#

Let's see if the community has an impact on it at all eh?

#

I'm a skeptic as i've already told you but i'm curious on the outcome

languid lark
#

well big part japanese use that Legacy Animation

#

some cool stuff make it base on it

#

@pliant plank

pliant plank
#

Aye, and some cool stuff they do make, i'm hoping it stays but i have a feeling it won't no matter how much support it ends up getting

paper glade
#

With how easy it is to replace the Legacy animations with an Animator

#

I doubt they'll be doing it

#

Plus the threshold for models that won't be affected is more than good enough

maiden wigeon
#

What is the security issue, though? Like why do they have to can it?

paper glade
#

Any models uploaded before September 1st will be unaffected

clear yew
#

heck

paper glade
#

@maiden wigeon Don't worry about it

clear yew
#

i haven't uploaded any models since last month or two

paper glade
#

You'll be unaffected by this then

clear yew
#

/e dab noobys

paper glade
#

You'll just need to use animators instead of Legacy from now on

clear yew
#

(wait i released the devil reincarnated aka despacito monster)

#

(its a generic model tho)

paper glade
#

Generic doesn't matter

clear yew
#

gg no re

paper glade
#

Assuming you didn't for some reason set it to Legacy in any way

clear yew
#

(wAIT IM RELEASING THE DEVIL V2 WHICH IS HUMANOID SAJIKOAFDKIW)

#

i dont use legacy

#

it scare me

pliant plank
#

I'll take option numbah three, i'll just be bland emotionless and maybe t-posing just for added effect

maiden wigeon
#

Just don't make much sense to me.

paper glade
#

Clinical, if you don't use Legacy, you don't need to worry

#

In fact that goes for everyone

molten oak
#

well thats the thing, a lot of stuff does use legacy

paper glade
#

Literally stop worrying UNLESS you've used a Legacy animation before.

maiden wigeon
#

I do use Legacy, and even I didn't, it still doesn't make too much sense.

paper glade
#

Why they stopped the use of it or...?

maiden wigeon
#

I'm just curious why they plan to can it, yeah.

pliant plank
#

They just want it gone plain and simple, it wasn't deprecated in unity and i'm pretty sure any exploitations (or most of them) could be replicated with standard animations, so, y'know, it's gotta go for... reasons

molten oak
#

in the beta, any legacy animations just dont work at all

maiden wigeon
#

If it's crashers they wanna punish, it's not gonna work, lol. People can use simple animations on gestures to wipe out a whole room of people.

#

It's just irritating to learn something one way, that works, and you gotta do something else for a cause that doesn't even... seem like it'll have much effect.

pliant plank
#

I know the feel all too well

#

Been there done that, about 4-5 times now i think don't even know

clear yew
#

Yeah.
Anybody know of any ways I can modify animator parameters through the systems we have right now?

pliant plank
#

There's 3 plausible outcomes to this whole situation
1

Legacy goes, everything goes as vrc previously had planned```
2

Legacy is kept, based on the support of the community in the canny and vrc actually listening to them```
3

Legacy goes, for every model, because i know somebody's gonna complain about models before the due date being untouched```
next pilot
#

thats how i see it just like the particle system they tried to remove and that had a big backlash

pliant plank
#

Oh you were here when that happened aswell?
Remember the whole audio issues back then?
And the whole ONSP component being disabled aswell...

next pilot
#

yeah

#

i can see this being the same

maiden wigeon
#

This is a game with a wide variety of people, there are gonna be some toxic assholes in it, you're gonna get crashed, and people are gonna make trash. I've done accepted that fate, lol. I wasn't around when the particle stuff happened, but I guess it gives me a little hope for this.

pliant plank
#

Oh and i just remembered they also enforce audio settings for models too... before when the audio was completely FUBAR i had to use an inverted curve to amplify the sound radius, that solution helped alot of people apparently back then

#

I'm a creator crisis veteran i guess haha

maiden wigeon
#

I see lol

pliant plank
#

Been here since oct-sep 2017

coarse veldt
#

Is there an alternative to legacy animations? I had blendshapes for blinking, twidling toes and pulsing emission maps etc. All done in legacy animations. Would be happy if there is an another way to implement these.

pliant plank
#

Surprised i stuck around for so long

maiden wigeon
#

I started playing before that, but I didn't know jack about Unity until some time after. And there is, I guess. LoneEevee posted how if you scroll up

next pilot
#

been here since late January

molten oak
#

early january

maiden wigeon
#

same, early january

pliant plank
#

Early jan 2017?

maiden wigeon
#

Yeah

pliant plank
#

Damn, ya been here for almost more than a year than i have haha

#

Got yer fair share of creator crisis' i imagine

maiden wigeon
#

Not like this. I didn't pay attention to that stuff back then, I guess I was just here to... play and create, nothing more? But now I know a few people who do a lot for this game, and I started paying attention. This is my first "crisis" technically speaking lol

paper glade
#

This isn't a crisis for me

#

I barely have any animations that are Legacy

#

And even then I can easily get past it

#

Because I know how to use the animator as stated up

pliant plank
#

I came in here mainly for the creative aspect of it, i know it might sound ridiculous but i had no intention of communicating with anybody in-game (aside scribbling text with pens) spent atleast 80% of my time related to vrc making avatars and helping people in this discord (and others), literaly spent my first 3 months without saying a word haha
I always paid attention to these situations as i hate changes with a burning hatred (when it comes to feature removals and changes that don't add anything to something aside overcomplicate it), so i've always been very "vocal" in these topics, regardless of using them or not, i knew people who did, and i could've one day done so myself

maiden wigeon
#

I mean, that's all well and good for you Lone, but for us, it's frustrating. I've worked on maybe four or five models with Legacy animations this month, plus models that were commissioned that use them - so now people that paid me are gonna have something of lesser quality - and I was given no grace period. A whole month's work, gone, and I was only just informed now. Some of those Legacy animations took me a good few hours, and what's worse is I can't go in a copy/paste keyframes from them because, well. Legacy. Lol.

#

It's just really agitating and unnecessary to me.

paper glade
#

Ah then yea that's harsh

maiden wigeon
#

So that's about... I dunno, maybe 11? Ish? Avatars, I gotta go in and fix.