#animation

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languid lark
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oh yea marker might not useable anymore

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after update

maiden wigeon
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Snail markers?

languid lark
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yea i think about i think it add as Legacy

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to make it to work correctly

maiden wigeon
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If that's true, that really sucks even more.

molten oak
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if thats the case then that can eat shit lol

pliant plank
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That's a whole new can of worms

next pilot
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i still dont think legacy ani will get removed if there's enough backlash

paper glade
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There's no stopping Legacy from being removed

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A major flaw with them has made VRChat make the move to remove them.

clear yew
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fuckimg hell

pliant plank
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So one should assume they've already tried to block it right?
Kinda like everything else that's been hardlocked

clear yew
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i'll have to redo my album

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this is annoying

pliant plank
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No kiddin'

paper glade
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Svel, how many will you have to redo?

maiden wigeon
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Yeah I got a lot to do now, too. Just thinking about it makes me wanna cry, lol.

paper glade
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Any before Sept. 1st are good

molten oak
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still a lot then lol

pliant dust
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Well, if there's a security issue with them, I guess it can't be helped.

maiden wigeon
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There will always be security issues. What I still don't get is why Sept. 1st is so important.

paper glade
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Any avatars with Legacy animations before September 1st will be unaffected.

maiden wigeon
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Yeah, why?

paper glade
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Idk

pliant plank
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Untill we're but a single poly model there will always be something honestly .-.

maiden wigeon
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What if someone has an avatar made before then with an exploited Legacy animation? Or is this just a problem with the new beta?

languid lark
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only effect avatar past sept 1st

maiden wigeon
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Cuz if it's the beta... Idk, I'm no game developer, but maybe that should be fixed, rather than wiping away peoples' hard work and punishing them for something most of them didn't even do

paper glade
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Technically isn't punishing, just the work being lost, unless that's punishment in itself

maiden wigeon
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I consider it a punishment

languid lark
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yea people exploit wrong way mostly like vrchat remove it

clear yew
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@paper glade one

pliant plank
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I'm wondering what would happen if said exploit somehow functioned in animators... would animations just flat out die?

clear yew
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but it's useless

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i don't think it's possible anymore

languid lark
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@pliant plank yea it can

clear yew
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i was referencing this album that i made

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which use legacy animation

languid lark
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i know many way animation can exploit lol

clear yew
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to lock an object to world position

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which is not possible anymore

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i'll think of a solution but right now i can't se any that is easy to use for everyone

languid lark
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perfer turn off animation button

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instead remove it

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remove stuff dont fix problem someone use other thing exploit

maiden wigeon
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There will always be exploits, there will always be security issues. People will find ways to crash and break the game for other people, especially when you have the freedom to create your own avatars. If the way VRC wants to fix it is by just removing it, then there might come a day where, yeah, we'll just be picking from the default avatars and nothing else.

pliant plank
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Yep... creators are punished for others' exploits...

clear yew
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what is more dumb

maiden wigeon
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They got this great idea in the BETA where you can simply, turn off animations for people. People you don't know and don't trust. Should just stick with that.

clear yew
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is that if you uploaded a legacy animation with the supposed exploit

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you can still use it

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because you uploaded before september 1st

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so they didnt fix anything with that

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they just fucked up 99% of creators

languid lark
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just mean hack sdk bypass it

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if still in the game

clear yew
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it's probably going to be removed server side

languid lark
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want fix remove compelete

paper glade
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Removed server side

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Most likely the case

pliant plank
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Yeah they've been going at it with server-side blocks

torpid wadi
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the entirety of my prop animations are legacy, all 127+ of them
all of them will be removed because after sep 1 i reuploaded all of them because i updated my base avatar

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this feels

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like a real bummer

paper glade
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Many of my audio sources have much larger range than what's actually displayed in-game

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So it's just a nerf on my audio

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During load

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Not upon upload

pliant plank
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I feel so much pain and greef for you ray

paper glade
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So I assume this kind of thing can be done easily

pliant plank
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Jesus f'in christ

paper glade
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Just disable anything marked with Legacy

molten oak
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safety features are practically there to stop this anyway

maiden wigeon
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I'm so sorry, Ray.

molten oak
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as clinical depression said earlier, and yeah big oof

maiden wigeon
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It feels kinda like Indian-giving, for lack of a better term? Lol? Sorry if that offends anyone?? But like, yeah. Here, have all this creative freedom. Nevermind.

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And I get some things will have to be changed and removed and tweaked and all that, for varying issues, but this just seems so pointless to me.

pliant plank
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There has to be a way to block the legacy exploits without just deprecating it altogether

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They've blocked alot of components already and certain variables server-side, it's not farfetched at all

maiden wigeon
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There most likely is, and if there isn't, we technically have one: the new safety features. Because like it or not, generic animations can be used to crash and ruin games too. I've seen it plenty of times before. That's why I was so glad to see it implemented.

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Like this is probably the best safety system we're gonna get.

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But then... we still get slapped in the face.

pliant plank
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Hey look at this shinny new car i got you
Let me just burn your house down because it has ants in it

maiden wigeon
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VRChat is so good to me because it gives people the freedom to create and be whatever they want. And sometimes, people wanna be cancerous. I may not like it, I may not agree with it, but I've come to just accept it, because that's just how people unfortunately are. So, we take steps to protect ourselves from it. Hell, even before the Safety features in this BETA, most people were hanging out in Invite/Friends only worlds anyway, just to avoid this stuff.

pliant plank
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^

molten oak
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^

paper glade
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Thing is

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People don't want to only be in those locked up worlds

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Some want to explore

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Meet new people

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Yaknow?

maiden wigeon
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So I dunno, I'd rather have the freedom to make whatever I want under fair restrictions and take the risk of running into someone's cancerous avatar, than be constantly stripped of ways to create.

And that's fine, i get it. But again - Safety features.

molten oak
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safety features let us do that, yeah.

maiden wigeon
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We have em, and they're great

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Turn em on, go explore

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You're gonna get offended no matter what, anyway. I went into a public world and someone I didn't even know ran up to me and gave me shit, for no reason. I mean, I'd repeat what he said, but. I dunno if I should lol.

So, I blocked him. Problem solved.

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That's why we have this stuff.

pliant plank
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Ah the block button, that thing that apparently barely anybody uses unless they were in a OH GOD MY EYES/EARS situation or atleast from what i recall i kept hearin' people complain about somebody but never blocking them, for whatever reason

clear yew
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use the block button, folks.
It's OP.

paper glade
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Instantly delete person from your life

molten oak
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can we implement block irl?

pliant plank
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^

languid lark
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i wish i had block button in real life lol

maiden wigeon
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I dunno. People just seem to think they're entitled to absolute perfection. To some extent, I agree. More should be done to people who go out of their way to offend/crash/ruin others' experience in this game, but not at the cost of punishing everyone.

You're not gonna have a perfect experience in any game. That's just how it is, and that's how it is in life. There will always be people who are gonna go outta their way to piss you off. lol

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And yes, block button irl when

languid lark
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block button not hard to use

paper glade
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Implement Rec Room-type blocking to the real world. Just put your hand in someone's face and they're gone.

maiden wigeon
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That would be amazing

molten oak
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if you put your hand in someones face hard enough that works pretty well irl

paper glade
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LOL

maiden wigeon
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delete nose bone

pliant plank
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A mute button would also come in handy, for when you don't want them AWOL but also not audible

molten oak
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aim for the neck instead of the face and that still works pretty well irl

pliant plank
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Pfft

maiden wigeon
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Can't wait for the future when we can mute and block people irl, guys, it's gonna be so epic ๐Ÿ˜Ž

molten oak
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this is truely ebig

pliant plank
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Literaly isolates themselves from the world

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Blocks World

maiden wigeon
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I already do that basically, I mean

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If I could go to the grocery store without dealing with people, that'd be pretty nice

pliant plank
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Casually gets food for free as everybody is blocked

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Reported to GM

paper glade
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Blocks world
Starts to suffocate
Unblocks oxygen

molten oak
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oxygen removed because of potential fire damage

maiden wigeon
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crap.

paper glade
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Ouf

molten oak
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for future reference, tl;dr, legacy might go and thats poopy

pliant plank
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Legacy must go bye bye because cyber criminels brek gaem

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In a shellnut

clear yew
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No more waggy tails on your best bois rip

paper glade
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@clear yew Untrue

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Read what I said above to create an animation using animators.

clear yew
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moving tails, ears, wings and custom blinking will still work

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use an animator component for that

paper glade
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Exactly.

clear yew
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i always used animators for those

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i made a canny post about 2 systems that will just stop working without legacy animations

pliant plank
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Huh so snail markers are really going bye bye too it seems...

clear yew
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nope

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snail markers doesnt use legacy animation

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but an animator

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it's his inventory system that is dead

pliant plank
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Ah

clear yew
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i tested a moment ago

pliant plank
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Misread your text then

clear yew
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imagine 90% of mutes without their bellowed markers

pliant plank
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It'd be raining hell by now if that ended up being the case xD

clear yew
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i wonder if they would still remove it like that if it relied on legacy animations

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so many people use that markers

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it's not exclusive to mute only

brittle vigil
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Hihi

paper glade
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Hallo

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But anyway yea, did it fail to work when not using a Legacy animation?

brittle vigil
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so im basically duplicating evberything

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well when I try to drag the model into the play area it dosent recognize it as a model

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which isent a good sign

clear yew
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@paper glade what failed ?

paper glade
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We were talking about it in #open-beta-discussion before I decided it was best to move the discussion here

clear yew
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what do you mean it doesnt recognize it as a model ?

brittle vigil
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the little grey box down there

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in the first image

clear yew
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LoneEevee, there is 2 toggle inventory system AFAIK

brittle vigil
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Flare is the model with the dance animation in it on a generic rig

clear yew
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you have the toggle prop package

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and the snail system

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toggle prop is using animators but i could be completely wrong on that

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snail system work with legacy animation

paper glade
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So wait a generic rig

brittle vigil
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yes

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since the anims over 4 minutes long and would break otherwise

paper glade
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Well yea ofc

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My brain's dying right now, 5:03 AM oof

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But I'll try to push through

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sO

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Anyway

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With the animation, you've already duplicated it from the model right?

brittle vigil
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yes

paper glade
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You've tested it in-game and it didn't work properly?

brittle vigil
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uploading now

paper glade
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Ah

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Okay

brittle vigil
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nope

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dosent work

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eez broken

clear yew
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Don't Animators fail if the animation isn't marked as Legacy?

paper glade
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Oof

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@clear yew And no

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They don't

clear yew
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Huh.

paper glade
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You're thinking of the Animation component

clear yew
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Ah

paper glade
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Also I have no idea what to tell ya Rantis, unless

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Did you apply the animation to the object as well to play upon awake?

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Silly question but ya never know

brittle vigil
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yee

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hmmm

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hold on

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I should replace the animaTOR with an animaTION component right?

paper glade
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Isn't it that Animation can only use Legacy?

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Or am I thinking wrong?

brittle vigil
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idk

paper glade
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Try it

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And keep an eye on your Unity warnings

pliant plank
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Animations can use standard and legacy afaik

paper glade
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Yea

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But we're talking about the Animation component

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At the moment at least

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I know it didn't work for avatars when I tried it

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For standard animation atleast

pliant plank
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Legacy was for it to only affect a certain.location.instead of the whole model

paper glade
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But Legacy did work

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Ah

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You mean the whole game object or the model itself?

pliant plank
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Model

paper glade
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I consider the game object the beginning of the hierarchy, before the Armature and Mesh

brittle vigil
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I have models nested in models since they are so long and would break otherwise

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if I added something new to the heirarchy it might break the anims

pliant plank
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Basically standard would need a complete animation for the entire model.or it'd stick with the default or "crouching" positions whilst animating it once, Legacy didn't require the entire model to be animated and allowed users to.loop animations indefinitely

paper glade
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We're talking about a generic rigged thing though

cedar root
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So I guess since legacy anims aren't gonna be a thing anymore what's the easiest way to achieve the same effect where I play the same animation smoothly wagging my tail no matter what including during emotes, while sitting, crouching, walking, running, etc

preferably if there's some method that doesn't require just splitting the tail as its own object and putting an animation on it or editing the Tail Wag until literally the end of every single emoji and movement based

Plz pm or a ping me if you know a way

clear yew
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also using legacy animation allowed you to disable that component only

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or enable it

pliant plank
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Eyup

clear yew
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you can do that with animators but it's really annoying to setup

pliant plank
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I had a disable for blinking on certain facial emotes

cedar root
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I mean I'm guessing that's the only option at this point that doesn't involve de optimizing my model so...

paper glade
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I work with using the Animator for constant playing animations all the time at this point

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Not even 5 minutes after I heard the news of Legacy no longer being a thing, I converted one of my constant animations over to something that uses an animator.

cedar root
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How do?

languid lark
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he know but dont want make tutiroalsl ol

cedar root
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So far just using an animation component with a legacy animation is what I usually do

pliant plank
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I've only used animators for MMD motion avatars personally

paper glade
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@languid lark SHHHH

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Lol

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I posted it already

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Up there โ˜

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WAAAAY up there

languid lark
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lost in void

paper glade
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Yea I'm considering reposting it at this point but ehh

languid lark
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make google document about then post link

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every time

cedar root
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Plz post again

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Or pm it to me

wide mango
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I am interested in this as well.

clear yew
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wait what ?

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what did i miss

pliant plank
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"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."

paper glade
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^

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That was my message

clear yew
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that0s literally how i've been doing it since the beginning

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i thought that was a known fact ?

paper glade
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Yea

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Apparently not

clear yew
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if you want to have something loop on your constantly

cedar root
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So like I can just put it on the first bone of what i wanna animate?

clear yew
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like tails or ears

paper glade
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Everyone just used Legacy for mundane things.

clear yew
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use animators

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that was always the case

paper glade
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Like those things

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Like

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Why

clear yew
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i think i know

brittle vigil
clear yew
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somebody made a custom tutorial back in the day when nobody knew anything

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and he used legacy animation

paper glade
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Because it's easier to flip a switch that says Legacy than it is to create an animator I guess

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Even though it's E Z

clear yew
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@cedar root i told you in the quantum discord but what you can do is add a root bone

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and use an animator component on it

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to animate what's under it

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like a tail

wide mango
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I was taught using the legacy animations. zero experience with unity outside of VRC.

cedar root
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Oh I didn't see that

clear yew
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same for ears

pliant plank
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I used it since it was fairly straightforward and effective, after i learnt that i could disable and enable it even better haha

clear yew
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or wings

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and for custom blinking animation, just put the animator component on the "Body" mesh

paper glade
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Yea

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Basically

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That is if you have a shape key for it

brittle vigil
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same vrc is my only unity experinece

paper glade
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Otherwise animate eyelid bones

cedar root
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Guess I'll try and get this dumb system setup once I get home

pliant plank
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I was thinking of coming back ta makin' avatars

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My timings are always grate

clear yew
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well you can, just forget about any system using legacy animations

pliant plank
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I'll just not use any looping animations in general honestly if it's really dead for good

cedar root
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Going to test out if I can just put on the first bone of my Tail it if I actually have to make an empty root bone before the first for it

pliant plank
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This old dog's all outta tricks ta learn from stupid crap

clear yew
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animator is used for looping now

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but i had a lot of animation using legacy

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with "clamp forever"

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which will basically lock the animation to the last frame

brittle vigil
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YAAS

clear yew
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pretty neat if you make a spawn animation for a weapon

brittle vigil
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animatiors worked

next pilot
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k got my tail wag to work again totally forgot about the animator stuff

clear yew
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upvote this btw

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i better see your names in there

next pilot
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but now the model is in default animation pose when i apply said animator to model

clear yew
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where did you put the animator ?

next pilot
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body mesh and tested on model name

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ok nvm body mesh isnt working with it

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just having it on the model name works but is in default pose animation

paper glade
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Are you trying to animate bone movement through the body?

next pilot
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no

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was just testing it

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oh well ill figure something out about it now i got my tailwag back somewhat

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probly going to have to redo the animation keyframes and what not to use on animator

brittle vigil
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not true

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you can delete the heirarchy path on the animation itself

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to retain your4 keyframed

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uploading a video tut as we speak

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might have to might not

slim sparrow
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Tail wag was always better to do with an animator anyway

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You can edit your animation paths with F2

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Honestly I've become numbed to the removal of features since they do it so often now

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I've lost interest in avatar making because they just don't care

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If you're not a 3D Modeler, world creator or streamer, you are not part of the target audience of this game

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And even if you are a 3D Modeler, you might still find your avatars gutted over some random removal

brittle vigil
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I made a thing

cedar root
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Thank you so much!

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Am gonna spread this to other vrc groups

slim sparrow
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Has anyone messed around with setting animator parameters inside animations?

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If a child object of your avatar has a float parameter on it, you can actually change this parameter.

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But for some reason, I cannot add this parameter as a property to the animation. It just gives me a warning "Animator is not playing an AnimatorController"

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I can add the property in play mode, but no matter what, I cannot change the property away from 0

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Any ideas?

clear yew
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Hello! I'm looking to learn how to do idle animations for ears, wings, tails or other accessories. How would I go about making ears wiggle on their own, on a set timer? or make tails swing, or wings flap? c: thank you friends! please message me, I appreciate it very much!

torn pawn
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for ears put animator on head, create animation that does it, set animation to loop and adjust curves if needed

clear yew
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Thank you friend!

torn pawn
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or add animation keys into your idle animation

paper glade
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Ay thanks for that tutorial Rantis

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I wouldn't be competent enough to make a video about it

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All I can do is talk through text.

muted prairie
paper glade
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Nice pin

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Just hope people actually READ the pins

slim sparrow
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I have already distributed some prefabs for blinking and world objects

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That don't require legacy animations

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Blinking is toggle-able too

clear yew
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@slim sparrow I've also been researching ways to affect animator parameters through the tools we have
Seems like there isn't much hope for us though.

vale hill
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So how do I toggle 3min mmd dance on/off on my avatar clone without legacy animation?

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Vrchat devs said there's a workaround way but its not clear for me

slim sparrow
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Just put it on an animator

clear yew
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check pins

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for the video

slim sparrow
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That's like the one thing you don't need legacy for

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Just un-mark it as legacy and put it on an animator

vale hill
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Okay I am watching it right now. Thanks. I hope I can use set state machines so that I can use emote to toggle dances

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Originally I have 3 layers of gameobject with top 2 having legacy animations that toggle on/off 3rd gameobject. I use nonlegacy animation on emote to toggle legacy animations in top 2 layers

paper glade
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I mean I toggle dances through hand gestures lol

vale hill
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As a vr user, I have to hold that hnd position which could be annoying

paper glade
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I mean

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I do too

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And I don't have a problem with it

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Something where you have to learn how to deal with it ๐Ÿ˜Ž

vale hill
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More like I have hand gestures dedicated to shapekeys

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I add alot of functionality to avatars and I was hoping that the pinned video teaches me how to make animator components that interact with each other and understand user inputs

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For instance, I was hoping that one animator component can send a command to another controller to use certain arrow to gk to different states

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This allows my 3 layer legacy setup to fully transfer into nonlegacy

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Also the video's blink example doesnt seem to touch about how to temporarily disable blink on certain hand gestures

chilly vapor
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couldnt you use a state machine trigger on an emote itself to trigger a dance?

clear yew
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yes you can

vale hill
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How do I dok that?

vale hill
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Does vrchat allow avatars to have custom scripts for state machine triggers

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?

clear yew
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nope

vale hill
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Ugh so I have to play around with their triggers and variables

pseudo iris
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Is there a way to fade in a material?

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im doin a active camo

celest crypt
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By making the shader support fading and animating the fade parameter with animation

cedar root
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will adding the animator state machine to my hips, (but only using it to influence my tail) cause any issues since hips is normally the root bone?

pseudo iris
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and im having some problems with world particles, i have no idea whats wrong

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i have it set up as a world particle but its not acting like one

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nvm!

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i hade simulation space at loacl

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local*

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my bad

clear yew
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@cedar root no, you are safe

cedar root
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ok thank u ^_^

fallow pier
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Does anyone know how to do gun animations?

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When I make gun animations I try to get 2 animations, one for the just the gun and another for firing

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But it always ends up having 2 animations of either the gun not firing or firing

fierce bane
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toggle the gun on with the "gun" animation, toggle the emission on for the firing particles (set to world sim too). Then it'll fire until you release the "firing" and keep them flying in the world until you release the "gun" animation itself

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or fire just one shot if using burst instead of over time emission

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or multiple shots for a burst fire, etc

fallow pier
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Will try, thank you!

clear yew
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One day.
Some day.
I will find a way to change these animation parameters.
And when I do.
I will rise up.

fierce bane
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if only we had custom controllers for humanoids....

clear yew
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I think I might have something

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what are you trying to do ?

vale hill
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Do different animation controllers within same avatar can use same set of variables for conditions of transitions?

brazen badger
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Hey guys, does anyone have a list of hand gesture values?

fallow pier
#

@fierce bane What do you mean toggle, kinda new to this :/

fierce bane
#

"is enabled" property turned on in animation. Disabled by default (checkbox off in inspector)

#

"toggle" means to switch between an "on" and "off" state

#

or well..technically switch between one state and another

fallow pier
#

@fierce bane Where would you find those? Sorry

#

Never mind I got it

pseudo iris
#

how do i make a toggable animation in the emotes

#

i wanna make one where i can take on and off a helmet

clear yew
#

Is the helmet a part of the model mesh or is it something added in Unity?

#

@pseudo iris

pseudo iris
#

well i kinda figured it out

#

a friend sent me a video on how to

#

so

clear yew
#

Aite

hoary coral
#

So for an animator on an avatar. Say I make a state machine and it has a few states that it will 'sit' in. Is the current state of that state machine synced to all players in a world?

Further, would it be synced to newly joining players? Or will different players see it in different states?

slim sparrow
#

No, animators are not synced in any way.

#

If they cannot physically see you altering your state through a gesture or emote, it won't even register.

#

Such as if they're not looking at you.

hoary coral
#

ah, so if I were to have 2 states, Tail wag slow and Tail wag fast, and I used an emote to switch between the two in the animator, if someone wasn't looking at me when I switched, it wouldn't update for them?

#

Even if I set the culling mode to 'Always Animate' ?

slim sparrow
#

Yep

#

Since your entire player object gets culled

fallow pier
#

@fierce bane the non firing animation played the animations firing but then cut out half way through it

#

I tested it in desktop but I usually play in vr so idk if the results are different in vr

hoary coral
#

And there is no workaround to prevent that player object culling? hmm. Can't just make a skinned mesh renderer with huge extents or anything as that is prevented...

slim sparrow
#

Probably not no

fierce bane
#

@fallow pier single shot per "fire" or multiple?

fallow pier
#

Single shot

fierce bane
#

set it to burst emission instead of over time, set the burst to start at 0.01

#

and make sure emission is unchecked by default

fallow pier
#

What do I put for everything else?

#

@fierce bane What would I put for rate over time, min, max, cycles?

#

Would I change them to 0 or what?

fierce bane
#

emission rate over time 0
min/max 1, cycles 1

#

You should look up a basic particles tutorial if you're having trouble with those settings

fallow pier
#

What would I do for audio?

#

Because the audio also plays

#

@fierce bane

fierce bane
#

...disable audio object by default, enable with fire animation, make sure it isn't set to loop

fallow pier
#

Alright thank you

#

Sorry im still learning this

fierce bane
#

that's fine, but you should definitely be checking some basic tutorials

fallow pier
#

That is such a simple solution I feel retarded LOL

subtle heron
#

Is it possible to disable Cat's blinking animation while using animation overrides?

#

or do I need to manually make a blinking loop and then disable it when I use an override?

ashen sedge
#

If you're talking about VRchat's simulated eyetracking blinking animation, no, you can't temporarily disable it

#

You'll have to do it manually

clear yew
#

Add a -100 value to the property of the blink animation in the animation you want to not have blinking.
Unity animations are additive, so you want to make it so it adds to a point where it doesn't do anything

#

hey guys

#

anyone here

#

???

spring nova
ashen sedge
#

That works, panda? That's great!

spring nova
#

you can change it from additive to override, doesn't that work?

#

Actually override is the default option. You just need to turn the weight down so it can be overridden

#

idk, talking out of my ass here. Needs testing

clear yew
#

I believe so, that used to be the method I used ages back.
Never really got around to fully testing it back then after I made those initial models with it.

undone glade
#

Anyone know what that invisible cylinder thing that one of the Kanna avatar's have? Is there a way to set that up or a prefab by chance?

#

Invisible on the outside, some space thing on the inside.

torn pawn
#

stencil

upper bone
#

just a quick question does the trail renderer show in mirrors? cuz i cant see mine or in the selfie cam

covert girder
upper bone
#

can i see your settings ?

upper bone
#

aye thanks a lot

covert girder
#

Am i able to run generic keys on humanoid animation not only from idle and gestures but also with run/walk/crouch vrchat locomotion? custom_avatar
or any other ways to trigger generic animation/-keys with run/walk/crouch states?

west nacelle
#

hey is there a way to create an animation for my avatar that looks kindive like this (0:48)

waxen slate
#

@covert girder Yes and no. The animator used to control your avatar has a mask on the movement animations that makes them only affect the bones defined in the humanoid configuration as the leg and feet bones. If you try to affect the position of any other bone, it will get filtered out. However, any type of keyframe other than the humanoid keyframes and location/rotation/scale won't get filtered. So you can totally add keyframes that toggle objects, set blendshapes, etc to the movement animations.

#

Also, to add to the discussion about porting stuff over from legacy animations, there's a much better inventory system that uses normal animators. Snails inventory and others used legacy animations, so they're dead. Heres a tutorial on how to do the same thing using just animators and the hidden "behavior" keyframe: https://vrcat.club/threads/avatar-toggleable-objects.2414/#post-7525

clear yew
#

rip.
My work for the past couple weeks lmfao
I got scooped

waxen slate
#

Also, here's a very brief description of the system I gave on another discord server:

I'd make a tutorial, but I suck at explaining things. Its very simple though. You cannot turn off animators directly in an animation. They completely lack the relevant keyframe for some reason. You can, however, use the behavior keyframe which toggles the first component (the one underneath the transform in the inspector) on any object to toggle an animator. When toggled off, whatever animation the animator was playing will be frozen at that point. When turned back on, the animator will start playing from the beginning of the state machine again. The only problem is the behavior keyframe is normally hidden, and must be generated by script. However, once you have an animation containing it, you can copy-paste the keyframe into any other animation and press F2 to rename the path to the gameobject the keyframe effects.

You can stack animators to create an inventory system. For each item X in the inventory, give it two empty gameobject parents with animators, call them itemX_on and itemX_off. The hierarcy should look like this:

    itemX_on
        itemX_off
            itemX
#

Make the itemX_on's animator turn on the item, and _off's turn it off. Uncheck both animators so they are off by default. Then create an emote which turns on the behavior of itemX_on and turns on the behavior of the _off object for every other item in order to choose that item from inventory. That emote will briefly turn on the animator which turns itemX on and all the animators which turn off the other items. When the emote ends, all the animators are switched back off (as that is their default state) but the items they affected will be frozen in their last state and itemX will remain on and all the other item will remain off. You can also set up a simple cycler that has an animation that turns on each item in the inventory in sequence, and then turn on the animator through a gesture. When you stop the gesture, the current item enabled will remain out.

clear yew
#

Ahh, that method. Yeah, having to do funky things to add enable/disable animator component properties and then using them as similar to legacy animations.

waxen slate
#

Here's the code to generate an animation that contains the behavior keyframe since I can't simply attach an animation containing one in this channel. You must put this in a folder called "editor" otherwise VRCSDK will break and be unable to package files.

using UnityEngine;
using UnityEditor;
using System.Collections;
#if UNITY_EDITOR
 public class TestAnim : Editor
 {
     [UnityEditor.MenuItem("Behavior/create behavior anim")]
     public static void CreateAnim ()
     {
         AnimationClip clip = new AnimationClip();
         #pragma warning disable 0618
         AnimationUtility.SetEditorCurve(clip, "GameObject", typeof(Behaviour), "m_Enabled", AnimationCurve.Linear(0.0f, 1.0f, 1.0f, 1.0f));
         #pragma warning restore 0618
         AssetDatabase.CreateAsset(clip, "Assets/behavior.anim");
     }    
 }
#endif
torpid light
#

Can you not just wrap that in #if UNITY_EDITOR to fix vrchat sdk throwing a fit?

waxen slate
#

Probably. I made that a long time ago. I still haven't gotten very far with scripting in unity, so anything I make is probably horribly broken in some way.

#

Yeah that works.

#

Changed it.

clear yew
#

That's pretty useful.

slim sparrow
#

I think if you set it in a folder called "Editor" it won't be included in the build and the SDK won't error

waxen slate
#

the #if fixed it. You should probably throw it in an editor folder anyways though.

#

No wait, its because I threw the script into the editor folder it worked.

#

Thanks, I updated the post.

slim sparrow
#

Since I'm stuck in desktop for a while I decided to make a custom idle pose, but every time I return to idle I get really shaky arms and legs.

#

Anyone have any ideas?

#

It's just a regular idle pose, two frames, both identical.

#

Crossed arms, but the legs resemble the default idle pose.

waxen slate
#

Well, the desktop animation controller is really screwed up right now. Idle animations in desktop play at 0.166667 speed. I'm not sure if it has something to do with this.

slim sparrow
#

Oh yeah, I heard about that. That's a shame

west nacelle
pseudo iris
#

is there any good tail idle animation?

fierce bane
#

Can particle sub emission not use mesh render?
The effect works fine when not sub emitted (but wouldn't be fired to ground level), but when sub emitted it simply doesn't show up

clear yew
#

whenever i use my custom walking animation i stand in place until i stop moving. Do i have to put the animation on loop?

#

pretty sure

paper glade
#

I mean it would make sense to loop an animation that's always supposed to be playing lol

violet sundial
#

can someone help me make a wing flutter animation for my moth avatar i have no idea what im doing

clear yew
#

does the moth have wing bones

paper glade
#

Is the animation set to Legacy?

violet sundial
#

no idea

#

they very well might be flat textures

#

its okay though im fine i kinda got it to work its okay

clear yew
#

Im so triggered

#

My world particle isnt working on my main but work on a normal model because my wrist on my main model is messed up

#

๐Ÿ˜ 

#

Zzzzz

#

Very anger

fierce bane
#

what exactly do you mean "isn't working" ?

wide heron
torn pawn
#

@wide heron it was something to do with adding vrc_world, if I'm notmistaken

clear yew
#

yes it is

#

drop the vrc_world prefab

#

and you can create all the layers

#

i believe you can create them when you try to upload

torpid wadi
#

porting over blinking animations from legacy to new, how do i make it so that certain animations disable blinking?

#

since you can't exactly turn off animators

ocean knot
#

^ would also like to know dis

clear yew
#

you need to modify the animation file

#

to change the class ID

#

so you can disable or enable an animator

#

in this video he is explaining how to modify it so you get the "behavior" property that allows you to enable/disable an animator

torpid wadi
#

is there a more efficient way to check if any of the props you have has an animation component

shell vale
#

Im.. having an issue... Im trying to port my Tail wag to the animator controller and its failing to work. On my mesh, and on my tail bone. Do I need to turn a setting on? Add a Specific state in the animator controller?

#

My Blinking animation is working.

slim sparrow
#

@shell vale your Animator component is on the first tail bone right?

#

Go to the animation tab and verify that the properties aren't yellow

#

If they are, fix the paths with F2

#

You need to animate from the perspective of the tail

cedar root
#

well if you put it on the first bone you won't be able to animate that bone so if you use the first bone then instead just put the animator on the hips

#

at least that's what work for me and then of course, like rokk mentioned you'll have to change the path relative to the new location

#

for example it used to go for me Armature/hips/tail1

#

But now that I have the animator on my hips the path in the animation is simply tail1

slim sparrow
#

An animator can animate its own object's rotation though

#

I always put it on the tail

cedar root
#

Really? I didn't give me the option to

slim sparrow
#

Yeah, it's immediately under add property->transform

#

Tail1 isn't an object because you're already on that object

cedar root
#

Hmm I didn't have that option

slim sparrow
#

Otherwise custom blinking wouldn't be able to work either

cedar root
#

Oh well it works the way I do it so whatever

slim sparrow
#

Since that involves an animator that animates a component on itself

#

ยฏ_(ใƒ„)_/ยฏ

shell vale
#

It is on my First bone yea, Its also Orange and not yellow.

#

And I animated the next bone after the first bone xD So we'Re fine.

#

So the animator is on tail00 and the first animated bone is Tail01

cedar root
#

I'll just blame my problem on unity being Scuffed as always

#

But i made it work so no big deal

shell vale
#

But yea, properties aren't yellow.

#

and the animation works in the preview.

#

And thats the animator.

#

Plain and simple.

#

Is it the fact that its got "Tail01" in fron?

#

Cause it had "Body" in my blinking and I had to remove that...

#

Thought it might've been different cause it was a tail bone so it needed the specific bone to work.

slim sparrow
#

The problem is

#

You are animating from your avatar's "root"

#

Put the animator on the tail bone, then with the tail bone selected, go to Animation and make/fix the animation there.

#

@shell vale

shell vale
#

Uh huh...

#

So since I made it without considering any of that.

slim sparrow
#

You can press F2 to change the "path" of the animation

shell vale
#

I would need to put that in the current animator thats on the base of the model in order to work.

slim sparrow
#

So you strip out all the Armature/Hips stuff

shell vale
#

and only leave out Tail?

slim sparrow
#

You strip it down so the path makes sense starting from the tail, yes.

shell vale
#

But then it becomes yellow :O

#

path becomes missing.

slim sparrow
#

Isn't it already yellow?

shell vale
#

Nope.

slim sparrow
#

I mean when you put the animator on the tail

#

Forget about having the animator on your main model at all

#

Animate the tail and ONLY the tail

shell vale
#

Its.. what I did yea.

slim sparrow
#

Using an animator component that you put on the first tail bone

#

Hmm

#

But

shell vale
slim sparrow
#

Then why does it show your entire model in the preview?

#

That's what got me confused

#

The small preview window at least

shell vale
#

Its what got me consfused too.

#

Confused*

slim sparrow
#

So, select Tail01 : Rotation and press F2. Can you screenshot the path currently in there?

shell vale
#

Armature/Hips/Tail00/Tail01

slim sparrow
#

Yeah, see

shell vale
slim sparrow
#

The animation is made from the perspective of the main model

#

You need to move it down to the tail instead

#

If the animator is on the tail it will work

shell vale
#

Right, so I need to redo it?

slim sparrow
#

No

#

Just take out the Armature/Hips part from the path there

shell vale
#

But stripping it down to Tail00/Tail01 makes it yellow and unusable.

slim sparrow
#

I really recommend looking up some Unity animation basics

#

It's not yellow and unusable if the animator is on the tail

#

The animator component

#

So clearly you're still selecting your main model which is not the right way to go about it

shell vale
#

Riiiight.

#

Well it was before with legacy animations. Thought it wasn't any different.

#

But now I know in the future, I need to select the specific root of the animation for it to work.

#

in this case my Tail00

#

But yea,nah, the things being yellow broke the animation.

#

I'll just remake it from scratch..

clear yew
#

Didn't know F2 is a thing
That'll save me so much time

Are you guys aware of how amazingly useful (but so out of the way if you aren't aware) the lock function in Unity is?

slim sparrow
#

Yes

#

But I hate how the lock icon keeps disappearing all the time

#

And then I have to reset my entire layout for it to come back

#

I don't get it

clear yew
#

Same haha, I don't understand why it does that either
Thankfully I keep it pretty simple so it's fast to put things back

slim sparrow
#

Just checked, it's gone again

#

I always keep mine at Default-ish layout so whatever, but it still sucks

clear yew
#

The time to reset is much better than the alternative

hot orbit
#

Will the new system require me to redo eye tracking and such?

shell vale
#

Uuh okay, so I finally started to create my animation from scratch,

#

Created it while Tail00Was selected..

slim sparrow
#

@hot orbit no, just blinking

shell vale
#

but all the things Im adding as property, still have the Armature/Hips/ Hierarchy e .e;

#

The heck am I doing wrong?

slim sparrow
#

@shell vale did you put an Animator component on Tail00 before making the animation?

shell vale
#

I have to make the animation in a puppet.

#

Do I need to put the animator in the puppet too?

slim sparrow
#

Puppet? You mean a duplicate?

shell vale
#

Yea.

slim sparrow
#

Ah

ruby thistle
#

Hey is it possible to get particals to show up for like a second or two and then just stop after an animation plays? Like say if i summoned a weapon?

slim sparrow
#

Put the animator on the original model's Tail00

shell vale
#

The main model has the animator in tail00 tho.

slim sparrow
#

Duplicate the model

#

Then animate the tail

shell vale
#

Right.

#

I'll do that.

slim sparrow
#

Both the original and duplicate must have the same animators set up

shell vale
#

Alright,

#

did that, its okay if the animator is empty right?

#

No controller no nothing?

#

Really?

#

And I add the properties just like before? Armature, Hips, Tail00?

#

Oh wait.

#

No, Uuuuuh it is different.

#

Welp, I guess its gonna work now.

#

Thanks Rokk, 7.

#

Im so sad, I had to delete one of my best tail wag cause I had to remake it or something.

#

So I lost the values x Ax;

#

I can't replicate it.

clear yew
#

Pretty sure you didn't have to delete it. Oh well.

shell vale
#

I knooow.

#

Well no, I had to to try and make a new one to a duplicate for some reason..

#

didn't let me cause there already was an animation created form said Dupe.

#

but yea..

#

I got.. the basic motion..

#

but I had a Wave to it.

#

and I can't replicate that wave x .x;

#

What I have.

#

Uh....

#

Im noticing what I have wrong too...

slim sparrow
#

You sure the wave wasn't just because of dynamic bone?

#

The top looks like it's in play mode and the bottom is not

shell vale
#

Yea, top mode is in play mode.

#

So my animation affect the dynamic bone?

fierce bane
#

yes, if you animate the top portion of the tail and let the rest flow freely with dynamic bone it will work together

shell vale
#

Oki :o

shell vale
#

If I go back to blender and add new mesh to it.

#

Can I still put the animation onto that model?

#

Or has to be duped, and have the animation made with both of 'em having the animator?

jaunty ridge
#

New Inventory system created by Weong, Nepsy, Error.mdl, and myself.

This does not use legacy animations, and will work pretty much the same as any old inventory system you may have encountered.

The editor script will do most of the work for you - you will still have to assign the animations it generates to your override controller though, and youll have to place your objects in the inventory yourself.

There may be future updates to allow for more automation - this is just the first iteration of the auto setup.

https://github.com/Xiexe/VRCInventorySystem

clear yew
#

thank you

shell vale
#

An inventory System :O?

grand mango
#

There was an older inventory system that relied on legacy animations, Xiexe converted it over to non-legacy.

shell vale
#

Right :O Though I still don't know what an inventory system do.. Or if its exactly like what it sounds like.

chilly vapor
#

basicily you can do one or two gestures to cycles objects and a main gesture to use that selected object

#

if you wanted to go extreme, you could do 50 weapons on a single point emote

shell vale
#

Oooooooooooooh

#

I would actually want that...

fierce bane
#

Has anyone figured out a way to anchor things in the world with a set rotation without legacy yet?

torn pawn
#

what do you mean? resetting the pos/rotation? all you do is remove lgeacy checkmark and move it to animator, and disable animator instead of animation on activating the object

fierce bane
#

Yes just pos/rotation, and allow it to lock in the world again (fixed joint rigid body with a legacy to reset previously)
So just run it as normal via animator instead of animation then?

ruby thistle
#

Hey i have a question

#

I know how to set particles to an object. but how can i get them to show up for a second when a weapon spawns, and then have it stop after a few seconds? is it simple key framing? or is there something more?

muted prairie
#

If the particle system is on the gameobject, as long as it's disabled the particle system should be too

ruby thistle
#

I think i follow?

#

So your saying that even if i spawn it and have the weapon out, particals will still show up?

muted prairie
#

Yep, you turning on the gesture to make the weapon show up enables the gameobject, and on that gameobject the particle system will also be enabled

ruby thistle
#

ok. but is it possible to have the particle system show up only for a few seoconds and then stop?

muted prairie
#

Sure, you just set the particle to emit once and then to die off

#

If you don't loop it it'll just appear once

ruby thistle
#

ok. thats good. i'll see what i can do here. give me a second

ruby thistle
#

welp i fixed the spawn issue, particles still need to be set. but now im sunk in the ground when my avi spawns

ruby thistle
#

fixed it. there was a borked custom idle animation in it

lyric brook
#

question, why can't people see my particle effects?

tawny wyvern
#

Hmm. So we're adding animators to different parts we want to animate now instead? Does anyone have a screenshot of a working animator graph doing such a thing I could crib off? I'm not too savvy with that part..

clear yew
#

check pins

tawny wyvern
#

Yatta.

#

Many thanks โค

#

Many F2's ensue.. And done! That could have been so much more painful. Tempos a little off, but that should be easy to fix.

tawny wyvern
#

Still no joy on the blendshape components despite the fix, but perhaps that's a consequence of something else not explored in the tutorial video.

wheat kraken
#

Could anyone give me a hand with a gun cycling animation?

undone glade
#

I know of one way, but requires multiple hand gestures. Unless you want more on the emotes thing.

vague dove
#

does anyone have a tutorial or explination on how to do looping animations with animators now that legacy is gone? I've seen some people talk about it but not how to actually do it

rain reef
#

^ i would like to know this too

#

Need to update some blinking animations

slim sparrow
#

Animations already loop by default if you turn it on in the animation itself

#

Blinking is something I have published prefabs for, good luck finding them I suppose since I can't properly upload anything here

rain reef
#

I dont really want to search for prefabs to do something simple as a blinking animation i can toggle on and off

#

Ugn

#

Why do they always have to break shit

slim sparrow
#

Welcome to VRC

rain reef
#

Oh well

#

@vague dove look at pins

chilly vapor
#

the game is technicly early access. Things will always be constantly changing

oak coral
#

I don't know why you banned emote's animation controller from switching on and off. It's meaningless, it's not safe

Your application client is as garbage as open source software, why fix restrictions on "unity" instead of thinking about your own mistakes

slim sparrow
#

@oak coral the first part is not true

#

You can still enable/disable animators

#

You just can't use legacy animations to do it

oak coral
#

A junior high school student can modify the client in a single afternoon to do a lot of cheating and sabotage others' experience.

#

Yes, I know, so it makes no sense.

#

Since finger movements can still switch animations, why do we need to deprive others of more actions?

#

This is called "safety".

slim sparrow
#

Because legacy animations were able to modify any object in the scene, not just your own avatar's.

#

I disagree with the way they chose to "fix" it and how they handled the gap in features, but something had to be done

oak coral
#

In fact, as long as a slight modification to the client can still be done, it doesn't make sense.

#

If he wants to be secure, he should encrypt his own application client, not do something on avatar that takes a lot of time

#

And previous chairs.

#

Is it not allowed to interact voluntarily?

oak coral
#

If you don't give me the right to write scripts and trigger chains, don't try to force players to use anmator, it's for full game developers.

rain reef
#

@oak coral you can literally use your old animation clip, turn it back from legacy and put it on an animation controller.

#

I would rather have a fix like this than people altering scenes with legacy animations

oak coral
#

No, it has lost many original characteristics.

#

@rain reef

rain reef
#

Like what

oak coral
#

And the level switch can not be realized.

Because the script is banned, it is impossible to write the trigger chain.

rain reef
#

It was possible to delete game objects with legacy animations

oak coral
#

I often use hierarchies and use parent animation to control children.

rain reef
#

You can do the same with an animation controller setting your animation as the default state

oak coral
#

It's not good.

rain reef
#

Then triggering the animator on your avatar instead of triggering an animation

oak coral
#

Because it is not a permanent switchable script.

rain reef
#

What are you on about

#

It works the same way

#

It literally does the exact same thing

#

If you set it up correctly that is

oak coral
#

Anmator is designed to match script, and vrchat prohibits custom script, which is not as good as before.

#

They are not the same.

clear yew
#

So?

rain reef
#

You can just use the state machine

#

Without scripts

clear yew
#

You can do the same with them lmao

rain reef
#

What are you on about

#

You dont need scripts to do the same thing a legacy animation did

#

????

clear yew
#

Why does it matter if its animators or animations

oak coral
#

Otherwise, why does unity retain the previous animation?

rain reef
#

What are you even talking about

#

It works the same way

#

End of the story

oak coral
#

It's only a principle, but it prohibits the management of parent and child sets.

rain reef
#

It doesnt

rain reef
#

It literally works the same way

oak coral
#

Maybe you should know.

clear yew
#

Give up sairenix

#

Not worth it

rain reef
#

Actually not worth it

hollow perch
#

doesn't work the same way. legacy let you use ../ to have nicer heirarchies for example. With non-legacy you need to have things as children of other things. You can probably find a way to do what you want to do using non legacy animators.

#

so far most of the things people had with legacy have been figured out using non-legacy

#

Not sure I've seen an updated tutorial on locking an object to world position, but I think even that should be doable with non-legacy using the Behaviour toggle.

oak coral
#

Unless you give me more emote.

rain reef
#

Legacy is a deprived standard, it wont come back

#

So its pointless

oak coral
#

Many people and I are using the combined parent control sub level switch to complete a lot of animation.

Animator does not allow such operations.

clear yew
#

@hollow perch rokk made a working prefab

hollow perch
#

now that we have object toggles and tail wags and blinking and all the usual things figured out with non-legacy animators I don't see why the devs would bother to fix legacy

oak coral
#

Do you mean you don't care about the players' voices?

hollow perch
#

oh cool. know where that was posted?

#

the thing that was annoying is I wish the devs provided more help migrating people away from legacy animations instead of leaving so much for the community. But the community pulled through and we have a lot of cool prefabs and tutorials out of the whole thing

rain reef
#

No i mean legacy is a deprived standard and as lyuma said, the main things legacy was used for work with normal animators so there is no real reason to bring legacy back. Its a security risk, stop being so selfish just because ur too lazy to figure out other ways

#

Rokk already made things work

oak coral
#

Then you explain why unity reserved legacy

clear yew
#

@hollow perch i made a link

oak coral
#

If you really care about this risk, you should abandon 5.63P1.

hollow perch
#

well now you are talking weeks of user time to fix up models, not hours

rain reef
#

well

#

Thats a situation they will have to deal with if they want to do extra complicated stuff eh?

hollow perch
#

unity wasn't designed to be a secure content platform for untrusted user content. It's pretty incredible vrchat has gone as far as it has with unity assets.

oak coral
#

I think a lot of people will not repair, they will simply abandon the game, the game has been reducing the number of people.

Because of the removal of chairs.

Some of my friends have gone.

hollow perch
#

there will be a time where it makes sense to update unity, so when the time comes we will deal with it

#

ron did promise they would bring back chairs. I just want to be able to pick up someone with their consent, without needing chairs :-p

#

right now you need playspace mover to fake it

oak coral
#

I don't think developers should teach players how to play games.

hollow perch
#

(I decided to remove my own OT post to keep discussion on topic)

rain reef
#

Its early access, its bound to change.

#

Jesus

hollow perch
#

anyway let's try to make things work with animators. if there are specific things we can't figure it out, the community has been pretty clever thus far so let's see what is possible

oak coral
#

I think there's a problem with being able to accommodate him or make a substitute for himself as soon as possible and give people a choice, rather than taking it away and damaging the creativity and desire of all people.

Recent updates have been taking away some functions.

For example, only friends can see cameras and other things, this time directly killing a basic UNITY animation plug-in

#

You have to understand that maybe a small alteration of the developer took only five minutes.

But it will cost thousands of avatar producers a week or so.

My God, this is tens of thousands of weeks.

#

And some things can't be replaced.

tawny wyvern
#

Hmm. With and knowing the new method of putting animators directly on Body to manipulate the blendshapes cited in that one pinned tutorial, has anyone gotten this to work? I've been able to get the bone movement parts of my idle animations, but I cannot seem to get the blendshapes operating.

jaunty ridge
#

I've updated the inventory system - however this release is a beta and may have issues.
Though, the other release probably also had issues.

Anyways, here's the github link.

https://github.com/Xiexe/VRCInventorySystem/releases/tag/v2

The new release will give you a global enable and global disable, along with single enable and disable animations.

It also allows you to add multiple objects to the inventory at one time, and automates pretty much everything except assigning the animations to your override controller.

Instructions are in the "Instructions.txt" file.

It takes ~30 seconds to read that and set it up.

undone bronze
#

is it possible to use smd animations

languid lark
#

yea should not effect that

#

just bake animation from blender

#

into fbx

#

with smd plugin

torpid wadi
#

How does "global enable" and "global disable" work compared to the previous version

hollow helm
#

yo has anyone in here had this happen to them before and knows how to fix it(?): after I added a new dance in the overrider I haven't been able to trigger any animations, but they should still be there since the custom emotes are still working

languid lark
#

@hollow helm was it a legacy animations

hollow helm
#

nope

#

wait they might be

#

@languid lark how do I check?

languid lark
#

did you have go to debug menu change somthing that legacy animations

hollow helm
#

They wouldn't work on existing avatars if they are legacy, right?

#

@languid lark

languid lark
#

i think they full disable legacy animations

hollow helm
#

yeah then they shouldn't be

pliant plank
#

Yep legacy was thrown in the trash, but i doubt many used them for emotes

hollow helm
#

yeah the only thing I lost from that was the blinking animation

pliant plank
#

Also, perhaps try removing the override from the avatar and reinsert it, unity works in mystical ways and that might just fix it

hollow helm
#

aight I'll try

#

didn't work :/

pliant plank
#

Hmm... this started happening after you added a dance to your overrides right?

hollow helm
#

yeah

#

I even removed it again but it's still not working

#

yo I just noticed that there's a new sdk

pliant plank
#

Then perhaps you need to get a brand new override

#

And... eyup

hollow helm
#

lmao

pliant plank
#

I'm still using a relatively old one though, maybe your override just got corrupted somehow

#

But updating and re-trying is probably your best bet right now

hollow helm
#

yeah I'll try that

hollow helm
#

that didn't work either

ruby thistle
#

question: If i add a song to a dance animation, will the animation loop untill the audio file is done? or will it just stop when the animation completes?

small igloo
#

Is there any way to get the default female idle animation?

pliant plank
#

@ruby thistle supposedly the animation stops at its end frame and the song ends there, on the other side, if the song is cut short, it stops but the animation continues

ruby thistle
#

well shit, i cant really count frames to an audio track

pliant plank
#

Setting it to play-on-wake on an animation component might help you identify how long the animation needs to be precisely in play mode (unity of course)

wet glen
#

so added an mp3 on a game object and placed it in my chest hiracy, audio source refuses to work i even had friends try it with there models as well and it wont work, they have other models with the same stuff and it works. it this because of the new vrsdk or it is vrchat itself?

pliant plank
#

Legacy or Animator?

wet glen
#

me?

reef chasm
#

xiexe you deserve big thumbs up ๐Ÿ‘ your inventory system save me like 20 hour or something. I came here because just wanted to say thank you.

pliant plank
#

Mhm

wet glen
#

explain?

pliant plank
#

Is the animation set as a legacy animation?

wet glen
#

im not sure

pliant plank
#

Oh wait, you didn't mention it being triggered, my bad

wet glen
#

lol

#

i was so confused

#

yea i have it set on loop so it just a constand audio

#

constant

pliant plank
#

Hmm... can you screencap the settings?

wet glen
#

yea gimmy a sec

#

oh i cant send it

#

i dm you

pliant plank
#

Perhaps if that capsule was in an empty game object, and the audio source was also on the empty game object aswell, perhaps it'd work

#

Never saw anybody put an audio source in a capsule before personally

fierce bane
#

@ruby thistle you don't have to count frames...by default it runs 60 frames per second, so every 1:00 is one second, figure out how long the song is and how long the animation is and make adjustments to one or the other

ruby thistle
#

ok. well i mostly just found somthing basic to wrok with like an orange justice. is it possible to add audio to imported animations?

pliant plank
#

Go to the imported animation, select everything in it (i think ctrl+a works?), copy with ctrl+c, make a new animation, ctrl+v to paste all the frames and you're free to add whatever you'd like to it @ruby thistle

ruby thistle
#

awsome.

#

oh boy, unity froze when i tried to copy the animation's keyframes

#

checks task manager oh! its just eating up a lot of processing power lol

pliant plank
#

If it's pretty large you can copy the frames in chunks

#

But that'll take quite a bit longer and needs to be done rigorously with timestamps in mind

ruby thistle
#

ok. so i made a new animation clip. buuuuuuuuut the add property button is still greyed out

pliant plank
#

That's not normal... did you make it for the duplicate of the model?

#

If you flat out create an animation file without a base for it, i'm pretty sure it can't have any added attributes, but i may be wrong

ruby thistle
#

clip without a base. im guessing thats causeing the problem

pliant plank
#

Eyup, dupe your main model in the hierarchy, select the dupe, go to the animation tab, it'll ask you to make a new controller (i think?) and then to make an animation clip

clear yew
#

Will Legacy be completely gone now?

slim sparrow
#

It is, yes. I think it's only in worlds now

languid lark
#

yep

slim sparrow
#

Depending on your use case for legacy animations, there are various solutions available.

languid lark
#

i would not even use legacy animations in world

#

might be time remove them to

slim sparrow
#

Worlds don't need them

#

But there's nothing particularly wrong with allowing them in worlds

#

"I want my tail to wag" or "I want eye blinking" is the easiest to fix, just put an Animator component on the first tail bone or the Body mesh, respectively. If you want to disable your blinking or use worldspace objects, that will be harder.

languid lark
#

eye blink is on mesh of the model instead root for eye blinking

covert girder
#

@slim sparrow crouch, walking, running animations can enable objects, or only idle with emotes?

slim sparrow
#

Yes, walking animations can enable/disable objects

#

Not recommended to do on crouch, but it's a possibility on prone.

#

@covert girder

#

However, walking animations can't move any transforms inside the armature for whatever reason

#

Avatar masks

covert girder
#

@slim sparrow so i be able to enable empty objects that trigger while enabled animations by animator on generic model inside of main humanoid? or any other better ways might be?
i wanna try to has generic model with all kinds of animations and emotes, with invisible humanoid behind/else

covert girder
#

@slim sparrow about transforms, error.mdl said that it has mask only for humanoid parts
actually what i saw, its Locomotion thing on it,
and for idle, emotes standard animation blocks

slim sparrow
#

Yeah, you can't move any bones inside the armature in walking animations @covert girder

#

But you can enable/disable objects apparently, and manipulate shape keys on your mesh

jaunty ridge
#

@torpid wadi the new version generates the inventory slot around the object, doesn't matter where on your avatar it is, and it adds them all to a global enable or disable animation that will effect all slots on your avatar.

This way you can have like, say a sword in your right hand, a shield in your left, maybe a helmet on your head.

Then you can enable all of them at once with the enable all animation, and disable them all at once, or enable them manually 1 by 1 and disable 1 by 1.

The first version was limited to one system without some messing around. It's much better now.

torpid wadi
#

ahh okay that clears up things

clear yew
#

Even fixes dont work anymore, thanks for removing Legacy animations, Im done, the one thing that I really liked about animations gone

slim sparrow
#

@clear yew what exactly isn't working?

#

I bemoan the removal as much as anyone else, but better solutions exist for most use cases.

tawny wyvern
#

@slim sparrow Not sure about Miku's specifically, but I've yet to find a way to get shape key animators for idle animations to work on a model that uses visemes. The fix in the pinned tutorial involves a model that doesn't seem like it would have vrc avatar visemes, so the next step for me is to test my model with those turned off to see if it m agically starts working then and is a layering issue of some kind.

slim sparrow
#

Uh, what does that mean exactly?

#

I have no idea what a "shape key animator for idle animations" is

#

Or why it would matter that the model has visemes

tawny wyvern
#

Aha, not to worry then. It simply refers to animations manipulating shapekeys for things such as blinking and other animations. Which seems to be problematic with the 'fix', possibly because of reasons and gobbeldygook. Spooky action at a distance.

slim sparrow
#

That's a fixed problem

#

I made a prefab for blinking that allows you to pause the blinking and properly revert the shape key to 0 while it's paused

tawny wyvern
#

Aha, not really what I'm looking for, but I'm glad that problem has found a fix in you. โค

slim sparrow
#

Well I could probably help you if you named a specific example

#

Because this is vague

tawny wyvern
#

Certainly.

#

My models have included in their idle animations various tweaks to the shape keys, blendshapes that share space with the ones used for lip sync animations, so that the face is much more animated and lively than it otherwise would be. These would previously blend with the lip syncing and not cause problems. More often this is used to override the eye tracking blinking by choice. Now, it seems, this no longer works in game - fix or not. And I'm betting it's because viseme lip syncing is enabled and overriding any other blendshape manipulations.

#

Buuuut I'll be sure to compile a version of my model with that lipsyncing mode off to perhaps verify if that is even the root of the problem.

slim sparrow
#

Ah

#

Well, that might be a different issue

#

Idle animations do support shape keys

#

But idle animations get more broken with every update

#

Shape keys* sorry

#

Idle animations support shape keys fine and have always done so on a theoretical level. The problem is that the idle animation can be messed up for any variety of reasons. For example, right now it plays far too slowly

#

Since desktop crouch was added it's been like this

#

They added crouch but broke idle animations and didn't bother acknowledging any issues

tawny wyvern
#

The sins of the vrchat developers are legion, but I'm mostly focused on rolling with the punches and seeing what can be done about workarounds. n.n

slim sparrow
#

Well, if your bone movements and your blend shapes don't have to be synchronized

#

You could just put an Animator on the body instead

#

And animate the shape keys there

tawny wyvern
#

precisely what I've done, and what is not working

slim sparrow
#

Does it work when you press play in Unity?

tawny wyvern
#

yes indeedy

slim sparrow
#

Ohhh

#

Do you have any gestures or emotes that mess with the shape keys in any way?

#

Such as forcing them to 0 or to a specific value

#

In the gesture/emote/idle animation itself

tawny wyvern
#

nooop, I've cleared out anything else that could be interfering, excepting trying it without lipsync. I get home shortly, so I'll report back then โค

slim sparrow
#

Alright

#

Because your main Animator will otherwise acquire "locks" on the Body mesh's shape keys and leave it unable to animate by itself

pliant plank
#

Actually now that i think about, do animator triggered animations override currently used visemes and/or vice-versa?
i.e. having a facial animation being added on-top of the currently visemes, i tended to do that before, mostly with the cat face shapekey

slim sparrow
#

You can't touch the lipsync shape keys inside animations without breaking them @pliant plank

tawny wyvern
#

it's an interesting question, I don't know where or if the visemes use the animation stack at all or where I could blend over it from.

slim sparrow
#

You can still access all other shape keys just fine

#

Even if they look identical

#

They blend fine

pliant plank
#

Nah not that rokk

#

Before i used let's say as an example the ":3" face

#

That would adjust the visemes to keep that shape whilst talking

slim sparrow
#

That still works, it just blends between them in Unity so both are active

pliant plank
#

Neat

slim sparrow
#

You can preview what this looks like by manually manipulating the shape keys in Blender or Unity

#

I use that particular face a lot lmao

pliant plank
#

Same haha

#

Well i'll probably avoid any animator specific animations myself, but i'll probably keep using gesture triggered ones, much less of a pain in the arse

clear yew
#

so uh, is there a better way of triggering sounds with hand gestures, the way i usually do it no longer works properly with the sounds on the animations

winter sundial
#

Can you download the modified VRChat chairs anywhere? So that it's possible to lay down?

clear yew
#

Im talking about Tail and Winganimations, going back to make Shapekeys for those in Blender would be simply ridiculous

#

Sound component on object, disable/enable, play on awake should still be able to work fine.

#

Make sure you properly remap the animation paths, might have to go up a level if you also animated the parent bone of the piece

clear yew
#

Ive never seen it done any other way then with Legacy so I wouldnt know

slim sparrow
#

Just put an animator component on the tail's root bone @clear yew

#

That's how you were supposed to do it anyway

clear yew
#

Already tried that, doesnt work

slim sparrow
#

It does

#

If you're converting an existing animation, you have to press F2 to change the animation paths so it no longer refers to Armature/Hips/Tail01 but just Tail01

clear yew
#

there is a video that explain how to get from legacy to animators in the pinned messages btw

slim sparrow
#

All of my tail and ear animations used animators so thankfully I don't have to redo too much. Going back and fixing the blinking was a pain though.

clear yew
#

Ive looked at the vid 2 times

slim sparrow
#

The jump to animators is fairly easy if you have a basic grasp of how animations in Unity work. I recommend some regular tutorials

clear yew
#

I know how animations work, think the issue is somewhere else

#

yep got it, it actually was a pathing issue, did something wrong

main smelt
#

Anyone here good at animating semi-humanoid models? I have a leg-less model that I'd like to port to VRChat but needs animations that don't use VR head and handsets.

shell vale
#

Has the animations to make weapons or things appear in your hand with hand gestures change at all? Or is it the exact same as blinking and tail wagging, gotta make the animation, put it in a controller, and put it in a hand gesture?

clear yew
#

It's the same yeah.

shell vale
#

So make the animation and put it in an animator?

#

The put animator in hand gesture?

#

then*

clear yew
#

that depend

#

if you just want to activate a sword

#

thena simple animation is enough

#

just remember that a hand gesture can't be longer than frame 0.00 and 0.01

shell vale
#

:o

#

And yea, thats all I want.

#

To take out a weapon/Tool.

clear yew
#

then just activate the weapon with the hand gesture

#

dont need more

shell vale
#

So just animation, Aye aye.

#

I was asking cause they changed how that works.

#

Wanted to know if that translated to hand gestures too.

clear yew
#

they just removed legacy animations

#

that's all

#

it's just a bit more annoying to setup sometimes for very specific things but it's still possible

shell vale
#

Aye aye o/<

#

And nah its just got a few limitation but its easy nonetheless.

#

Gotta animate the specific things with an animator in it first hand for it to work properly.

#

Then duplicate it with the animator if its a bone.

undone bronze
#

hey what if my model is smd and animation is smd

#

or is the smd model just used for the animations

clear yew
#

Bake the animation into the fbx.
Copy it out of the prefab.

undone bronze
#

but how