#animation

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undone bronze
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the animation doesnt work on the dae model

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only on the smd

midnight garden
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Hey is thare a way I can do my mmd animations since thay killed my 1 year of work since it worked only with lagasy

covert girder
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@midnight garden by Animator now, those stuff

clear yew
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Use animator components Yukio

slim sparrow
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That's one thing you really should have been using Animators for all along anyway

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It's not too much work to port

midnight garden
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So drag the animashen into a animater?

timber valve
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@midnight garden change the animation to non legacy and then drag the animation file onto the root avatar object which will create an Animator object for you and then just make sure that animator object is assigned to your avatar

covert girder
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Here is a quick tutorial on converting your legacy avatar animations to the animation state machine system. :)

โ–ถ Play video
midnight garden
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Ok cuz I have a modle whare I pull it out

clear yew
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Pull it out? You mean the relative path thing?

covert girder
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@midnight garden video above is about to porting legacy dancing into animator, that you need ) (myb, sounds like)

midnight garden
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No like I have a halo modle and I have a modle in that when I pull the ai out it dus a mmd dance

clear yew
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Yeah, you can still do that with animator just like normal.

covert girder
midnight garden
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Ok

clear yew
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Few more steps really.
As long as it's contained under the main avatar

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Enable disable.
Make the dance the default on the animation controller for the child model.
Should work out.

midnight garden
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Sigh why did VR chat have to be dum

clear yew
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Because major exploit.

midnight garden
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Ya but I cant update my mmd club any more so it cant go public

clear yew
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Legacy in worlds still works I believe.
If what people have said is true

midnight garden
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No it effects world and avatars

clear yew
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Alright then.
Should look into an animator solution then and send a message about your specific case to the VRChat team so they can consider it.

midnight garden
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Ya sigh

covert girder
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animators gives you ability to switch between animations on your mmd world, or be as legacy after model enabling from entry switch to dance anim ๐Ÿค”

clear yew
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now if only we could edit animation parameters properly for a true animation controller

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Depends sometimes.
Usually mesh particles or rigid bodies

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Probably, haven't looked though.
For particle, just spawn a particle with no movement at all with super long lifespan pretty much.
For rigid body, it's a bit more complicated since they're not the most... reliable tool

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You can do a lot with particles.
Including changing their lifespan and such

slim sparrow
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Wait, why did they remove legacy in worlds too?

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@open hazel fixed joints parented to nothing or world mesh particles

clear yew
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I don't know if they actual did yet.
Need to confirm

slim sparrow
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That would be weird

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Worlds usually didn't need them I thought

granite notch
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somebody wanna help make a cool particle system 4 my gun?

clear yew
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How do you make it so that when a gesture is used, a different skin texture is used on the model. For example, if I had a demon model with neutral skin tone but use a gesture to make his skin turn white?

clear yew
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Add a property that changes the material or changes the diffuse color (depends on if it needs a new texture or not)

torn pawn
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@clear yew press record button and drag n drop material on to mesh or material slot

clear yew
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I got it thanks! ๐Ÿ˜„

shell vale
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I have a question, I know how I need to make an animation on how to make a weapon appear. But what if I had the same weapon on my back, and I want the one to disappear on my back as I do a Fist Emote. Would I just reverse the animation on the weapon in the back?

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So like, lets say Set Active, is checked on the weapon to appear in the hand. Do I uncheck it, on the one in the back?

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oh wait.. crud.. I can't.. theres only one slot for an emote..

clear yew
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you need 2 weapons
one in the hand (disabled by default) and one on the back (enabled by default)
when you make your animation, enable the one in the hand and disable the one in the back

shell vale
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Oh right..

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I can put both triggers in an animation.. I didn't think of that.

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So Trigger Checked for the weapon to appear. And Unchecked for the one to disappear?

clear yew
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yep

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simple as that

shell vale
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Aye aye.

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Just wanted to be sure.

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uh... Any way to create an animation from pieces already on an Avatar?

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Cause I created an animation..

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and I can't create another one cause its already got one in there. My Eye blinking animation..

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Mmmmmh...

torn pawn
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there is drag n drop selection if the object has more than 1 animation

shell vale
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Wheeere abouts?

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Oh wait

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Got it!

red moat
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is there an easy way to disable blinking when using a gesture if you set up your blinking with a animator? i saw someone earlier mentioning it. it really annoyes me that my character keeps blinking while the eyes are closed xD

slim sparrow
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Yes, I posted a prefab somewhere

red moat
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oh awesome, lets see if i can find it xD

upper wren
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Anyone know of a good way to enable animators in animations?

slim sparrow
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Get an animation that already does that then change its path

chilly vapor
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if i remember correclty, they said you could disable blinking by having the animation set the blink value to -100

clear yew
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i thought that didnt work

chilly vapor
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i havent tried it myself but if the animations are addative like the person said, it might. I definitely need to test it properly at some point

slim sparrow
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It probably doesn't work the way you want it to

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Just use the method I use, which is to rewind the animator

upper wren
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Hmm.. ok then how would I change the path?

clear yew
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select the property, press F2

upper wren
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And copy the enable behavior?

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Ok got it. Thanks Svel

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๐Ÿ˜‚

tender crow
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does anyone know where to get blendshapes on unity? when making facial animationsgesture things

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Ive been looking for star eyes for like 4 days- D: how do i even get it?

clear yew
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whenever i do emotes my head is still controlled by my camera. how do i fix that?

violet sundial
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So hey my particle effect for a muzzle flash gets bigger the farther people are away from it. how do i stop this from happening and make it stay one small size please

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feel free to @ me

still hill
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@violet sundial in the render option for the particle system set the max particle size to 10

violet sundial
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then min to 0? is 10 max size? wont that just make it huge @still hill

still hill
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No leave the min what ever it is I think it's .5 at default

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Then just make sure it's resized to your liking and it won't grow or shrink when you move far or get close

violet sundial
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okay thank you

still hill
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No prob

violet sundial
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@still hill so when i set them to 10 they get big in unity do i resize them again if it does that or do i just leave them be?

still hill
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Did you change the start size @violet sundial

violet sundial
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its at 1 for all of them

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and no i didnt do that again fi thats what you mean i reszied them in render options

still hill
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Resize them down to where you need it with starting size

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If it's a muzzle flash my guess .2 for starting size should be about right

violet sundial
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okay moment of truth

still hill
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Good luck I'm rooting for ya kid

tawny wyvern
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In regards to getting blendshapes in Body animated in an idle animation using animators - this was totally not working for me for one reason or another, until I tried moving the Body further up in the hierchy away from the base, in this instance, Hips. Once there, the animations worked. Problem solved.

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If anyone else has a similar issue, try that. โค

hollow temple
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So.. I still haven't figured out how to make non-legacy animations with shape keys. Any help or tutorial?

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To be more precise, a permanent animation like blinking

eager vault
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Check the pinned messages

hollow temple
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Thanks! I'll try that ๐Ÿ˜„

tawny wyvern
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look directly above your first message if you still have trouble, meelo ๐Ÿ˜›

hollow temple
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@tawny wyvern That helped! Thanks

tawny wyvern
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I'm glad! It was driving me insane, and the tutorials I saw just didn't mesh up with my experience whatsoever.

hollow temple
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I had to redo the blink animation, but now I think it works

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do from scratch, pretty simple blink animation anyways

tawny wyvern
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Yeah. You can also edit the topology of existing animations in unity as well with that whole F2 while in the animation editor, which helps tons. Glad I know about that now

toxic solar
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Aye hope this is the right section for this: Controllable particles. I've seen multiple, particles that cna be directed with hand movements, and I BELEIVE it has to do with the Velocity Over Lifetime setting but... I haven't been able to figure it out.

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Any helpful tips tog et these things to work?

paper haven
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Do Generic rigs still allow hand gestures?

slim sparrow
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@clear yew map finger bones

kindred trout
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I made an animation clip for my avatar to hold a weapon. I have bended its fingers to proper positions but when it goes into game the fingers do not bend and the weapon is hanging in the air, how can I fix this?

cloud olive
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alright so i want to be able to drop an avatar while dancing and i can walk away from it
how can i do this?

clear yew
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with toggle props

cloud olive
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???

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how do i get it as a prop

clear yew
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make a duplicate of your model
give it the animation dance with an animator
disable it and use the toggle prop system to drop it somewhere with an emote

cloud olive
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i have it so i can have it dance in game but its on me so when i move it moves too

clear yew
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rokk made this prefab

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combine that with the toggle prop system and you use an emote to drop the dancing model and still use all hand gestures

cloud olive
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thanks im now going to try this

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wait is their a youtube vid on this i dont want to mess up

clear yew
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on what ?

cloud olive
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on how to get this to work

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???

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yeah i think i messed it up Rip

pulsar creek
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k so legacy animations dont work anymore Cuz They dont allow that to work on VRChat(Retarded Update) what is everyone else using to animate constent animations like(Example Eye Blinking,TailWeg, WingMotion ect...)

clear yew
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animators

pulsar creek
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that doesent work i just tried that

clear yew
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it does work since i just did my ears and tail animations

slim sparrow
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@pulsar creek it works

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You're just doing it wrong, look up some basic tutorials on how animations in Unity work

pulsar creek
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its not working for me sad face

slim sparrow
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You need to change the path since you are now animating from the perspective of the tail

pulsar creek
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i must be doing something wrong

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sorry what do u mean by change the path

cloud olive
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ill ask later for help i need to go to sleep ๐Ÿ™‚

pulsar creek
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never mind got it thanks u guys

kindred trout
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Can anyone help me with my weapon problem...

clear yew
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better to ask your question than to ask to ask

celest spire
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does anyone have a tail wag animation ? :c

slim sparrow
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No two tails are alike

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Just put dynamic bone on the tail and rotate the root back and forth

kindred trout
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I made an animation clip for my avatar to hold a weapon. I have bended its fingers to proper positions but when it goes into game the fingers do not bend and the weapon is hanging in the air, how can I fix this?

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(Posted it an hour ago, but no one saw it)

spring nova
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You're probably moving the fingers with the transforms right?

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You have to use humanoid parameters otherwise it will just be overwritten

slim sparrow
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@kindred trout you were answered by at least one person though

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Who told you the same thing as Phasedragon

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Was in another channel I think

kindred trout
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He told me to ask the question here it did not work out.

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if it did not work out

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I was moving my fingers under those added under the animator.

spring nova
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can you screenshot the animation tab?

kindred trout
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Ok

pulsar creek
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idk make sure u are using the hand u want to move when using the animation like if the gun is in ur right hand use right shift or right remote

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or is it attached to ur wrist bone

kindred trout
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it is attached to my wrist bone

celest spire
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I should apply the animation on the tail itself for it to wag/ animation loop right ?

clear yew
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yes

celest spire
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thank you cx

static hollow
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would anyone be willing to walk me through in a call how we need to do eyeblink animations now that legacy animations cant be used? I'm a fairly quick learner but I just don't know where to start.

royal summit
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Donโ€™t have a link but there is a YouTube vid showing how to convert legacy anims and half way through it shows how to do ones such as blinking anims

clear yew
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it's in the pinned message of this channel

static hollow
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ah thank you <3

tawny wyvern
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Best of luck!

obsidian vigil
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How can i get my avatar to blink without the stupid legacy clip?

torn pawn
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pinned msgs

celest spire
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uhm , does anyone use toggle prop here ? ๐Ÿ˜ฎ

obsidian vigil
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@torn pawn in the vid they do it on a separate object, i cant do that on my main armature though, can i

obsidian vigil
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and this also means that clamp forever is gone rite

torn pawn
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Rokk made this prefab

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it has readme i think

clear yew
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yes

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clamp forever is gone

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i had 2 animation that relied on the clamp forever

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guess those are dead

obsidian vigil
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great

spring nova
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you can just make a second animation afterwards that it transitions to then just keeps replaying

torn pawn
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I mean there should be alternative workarounds, depends on what's needed

obsidian vigil
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Well, imma thank Rokk for that prefab but still

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it kinda sucks that legacy is gone

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and my dynamic bones are broken ingame :/

spring nova
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yeah, just setting it to not loop should work as well, but idk what exactly you're doing

celest spire
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does anyone have the latest toogle prop prefab / links ?

tawny wyvern
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It does, but workarounds seem to be popping up..

clear yew
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@celest spire 10 messages above you

obsidian vigil
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cats' automatic blinking still works tho right?

torn pawn
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yes

obsidian vigil
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gud

celest spire
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thanks Cx

slim sparrow
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@clear yew what does clamp forever do?

torn pawn
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clamps forever vrpill

clear yew
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it will lock the animation to the very last frame forever

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until you let go

torn pawn
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i think it works the same if u remove "loop"?

pliant plank
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I think that just stops the animation and loops back to default :o

clear yew
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doesnt it just play one time and then stop ?

spring nova
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yeah it should, but the way animators lock onto properties, it's functionally identical to just looping the last frame constantly

clear yew
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i had an legacy animation that would spawn a sword with multiple effect and sound effect and the very last frame would disable everything except the sword object, so particle and sound objects would be off

torn pawn
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could try doing through having particles and audio under different gameobject, have sword and that object under a parent object, and that parent animator enables both, but disables audio/particle child on, so 1 - 1 for sword, 1 - 0 for audio/particles and remove loop, or make it transition into looping enable/disable states

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im prob overthinking it a lot

spring nova
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Well if you're using animators you already have the freedom to just have two totally separate animations, a "startup" animation that plays once then transitions into an "idle" animation that loops permanently

torn pawn
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yeh, that's the idea I have

clear yew
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i dunno how to do that

spring nova
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drop in a second animation, right click, make transition

torn pawn
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i mean, your first state is the same animation file, then it transitions into 2nd state disable all particles/audio, but enable sword still

clear yew
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so i just need to create an animation file with the sword enabled

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easy enough

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ty

gaunt sundial
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hi can someone explain to me how to do an animation that makes the model chance from shader/texture?

torn pawn
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press record, drag n drop material

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done

gaunt sundial
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realy thats it ?

clear yew
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yes

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by dropping the new material on the model

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it will automatically add the switch material property

slim sparrow
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Pretty sure that if the animation doesn't loop, the sword should stay enabled anyway

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@clear yew

clear yew
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a normal animation file without loop in the animator will only play one time

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and then goes back to normal

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it doesnt get locked into the last frame AFAIK

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that's why i used legacy at first

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cuz clamp forever was exactly what i needed and it was easy to use

wise aspen
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Can someone help me with animating my model?
Every time i go to enable an object from the animation my character gets messed up and goes into like a crouching position and wont come back up. Ive resarted atleast 20 times now and idk how i got it to work about 2 of those times but now its not working again

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Is it the location im playing the animation on? should i be putting it only on the wrist and not the whole body?

clear yew
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you need to animate a duplicate or your model will be broken

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check pins for my message to fix it

wise aspen
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do you know why you need to duplicated it? either it wasnt said in the videos i watched or i just missed it every time

slim sparrow
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Because that's how Unity works.

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In this case, you need to make your animations on a duplicate and then eventually apply them to the original using the override controller.

autumn yew
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Ahh! I added a parameter (float speed multiplier) into the animator controller; to speed up the action. Then had a animation (gesture) increase said parameter value using animator.parameter, but... it does nothing. Hmm. Anyone know what may be the problem? Thanks!

lone bronze
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Hi guys ! I worked on my broken model to do the animations and dynamic bones, and I wish to "un break" it to upload it. I'm selecting everything excluding objects I added to it and selected Revert to prefab
But it's not working. What am I doing wrong ?

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@wise aspen In unity, when you try to animate a model, it will "break" and go into a crouching position with the hands half closed, through the ground. There's no way to avoid that, so you have two solutions :

  • You duplicate your model, and you do the animations on that duplicate, cause you don't care if it breaks
  • You do your animations, and after you're done you select everything in your model except things you've added to it like prefabs, you go to the inspector you hit the gear and press Revert prefab and it should work (it doesn't now for me that's why I'm asking a question also)
clear yew
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what do you mean broken model ?

lone bronze
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The thing you get when you use an animation

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The crouch thing

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You can revert the model using Revert to prefab

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But for some reason it's not working for me now, so Idk what I'm doing wrong

clear yew
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dunno

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i use my own method

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cvheck the pins for my album to see how i do it

lone bronze
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Yeah you duplicate

wise aspen
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when people spawn those big structures is it just not enabled untill they do an emote than it enables?

icy crow
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Yeah, with an emote or gesture

wise aspen
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thought so

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1 more thing ive seen people shoot and the item travels till it hits the ground than explodes. is that just good timing? or am i missing something

lone bronze
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@wise aspen If I'm correct you can specify in the particle emitter that the particle collides with mesh colliders

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The ground and walls usually have them so they will do the action you tell them to do when they collide with them

wise aspen
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o nice

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i dont use emitter enough

lone bronze
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๐Ÿ˜›

clear yew
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#BringBackLegacy

slim sparrow
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No

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It's like some people don't understand why it was removed

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???

clear yew
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aaaaaaaaaaaaaaaaaaa.
The lack of custom animation controllers hurts my heart.

tawny wyvern
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Hmm, I see, I thought I tested this earlier for that. It's gesture overrides that were killing my idle animation visemes.

unreal kernel
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Hey yall, so im trying to make a boat go circles around an island, i animated it but idk how to loop that animation to keep going forever

white current
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my blinking animation isnt showing up in game but it is in unity any way i can fix this?

red moat
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Uncheck the legacy box in your animation in debug mode. Put a animation controller on your body mesh and pull your blinking animation into the controller

shell vale
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Am I doing something wrong? I have my Sub Particle set as a burst.. and im trying to set it as Death.. But then it just pre-maturely explodes.. and not on death...

wise aspen
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That looks pretty cool

shell vale
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Thanks

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but yea... trying to get the sparkel to fizzle out when it disppear, yet its not doing that.

wise aspen
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Is the timer set long enough?

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i dont use particles that much so i dont really no that much

shell vale
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Same.

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This is my first attempt at making something.

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Looked through videos and all.

wise aspen
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is that not correct? it looks like on death it fizzles

shell vale
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Uuuuuuuuuuuuh...

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Oh...

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maybe it does...

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and I thought it fizzled while shooting...

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Oh wow...

wise aspen
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xD

shell vale
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Welp. Nevermind then :v

wise aspen
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what videos did you look up if you dont mind me askin

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im tryin to get into particles

shell vale
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Uuuuh doublegoose's thing basically shows you the Basic Hierarchy of how it should be.

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Then I just looked up some lightning ball tutorial.

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And, Then, some firework particle effect.

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What else to be sure that someone explains how Death Sub particle works.

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than fireworks.

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The thing is that they keep talking, so you're gonna find yourself pausing and going back constantly, constantly, constantly.

wise aspen
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i do that alot so its nothing new to me hah

wraith flame
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Just a quick question. Are walking animations overridable? Looks like I can get other things roniverride except walking animations.

wise aspen
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Theres a walkin anim in the over controller so im guessing yea

wraith flame
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Yes, theres slots for walking runnings strafing so on but to no effect in the game

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And yes it's a humanoid. Just curious if anyone has used this override successfully

small igloo
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For a small avatar when my hands/arms are close to my face/viewpoint they get cut off and I cant see them properly, is there any way to fix this?

torn pawn
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I don't think so, it's up to how world camera minimum cull distance set up

icy crow
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Just make the animation longer by dragging the keyframes out, if the audio source is looping, it'll keep looping for as long as the animation

icy crow
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Yeah

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So if you want your song to play twice, then you'd want the animation to be at least twice as long

dusty plume
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toggle props but like not broke? does it exist?

clear yew
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yes

dusty plume
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where? and how to use it because I found one, but its directions arent easy to follow

clear yew
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you can find one on the vrcat club

last wolf
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can someone please tell me an alternate way for legacy animations

spring nova
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pinned messages

last wolf
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oh it's there

static hollow
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is there a way to fix the leg IK's to not break your legs when adding a custom idle anim?

static hollow
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the legs in the idle animation are meant to be farther apart but the leg IK forces them to close and the knees bend inward instead of forward

wide warren
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@unreal kernel I did that exact same thing myself actually, what i did was copy the first frame with ctrl c and then paste it at the end of the animation as the final frame

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Has anyone else's custom character animations been broken by the update that added crouch and prone?

torn pawn
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@wide warren depends what u mean by custom animations

wide warren
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My main model is a guy in a cat costume, and he's supposed to crawl on all fours when I sprint. However since that update, when I sprint the head locks straight forward with a weird tilt, the chest is at head height, pelvis drags on the ground and the arms flail wildly out to the sides

south eagle
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It must've used a legacy animation

icy crow
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Nah most animations got borked in the update

lone bronze
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Hi guys ! Is there such thing as a "toggle" gesture thingy ?

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Usually on my models I use two gestures at the same time, one to activate the object and one to turn the mesh renderer on, so I need both at the same time and I can still use them normally otherwise

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But I'm trying to work with a model that has a blendshape, so there's only one value to change

lone bronze
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No one ?

clear yew
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It existed up until the latest update

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It got broken with that update

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and it got fixed 2 days later

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Oh, what's the fix?

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using animators instead of legacy animations

lone bronze
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Sorry I don't get it

clear yew
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Is there a vid on it?

lone bronze
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How to use this with a gesture combination ?

clear yew
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kuro made a package with it

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Where can I grab it?

clear yew
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Thanks

lone bronze
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I feel like I'm invisible x)

dreamy osprey
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i have a little issue, wen im in unity animating a model, for some reason after some steps the model returns to it past position

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maybe has something to do with musle editor?

wraith flame
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Is there a max emote length for an animation clip?

languid gull
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Are dynamic bones relevant to this channel or is that more of a rigging thing?

clear yew
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more of a general thing

languid gull
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K

gritty elbow
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@wraith flame I think it's like 30 seconds or something like that

wraith flame
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Hmm I was just told 10 seconds. Guess I'll just have to test it

silent gust
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Can anyone help me with getting 2d blinking to work after they removed Legacy animations from VRChat?

tawny wyvern
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@silent gust That pinned youtube link goes into the fixes on both

silent gust
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Oh snap, thanks.

tawny wyvern
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If you haven't checked it out yet, the second half deals with blinking and should help get you started ๐Ÿ˜ƒ

silent gust
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I'm making a Toontown model with blinking so this is great.

stray sinew
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๐Ÿฆ

tawny wyvern
#

yeah! Note that if you have gestures that use the visemes you want to put into your blinking/etc animation that'll cause a little trouble as it goes right now

silent gust
#

My blink is not looping for some reason.

#

Only 1 blink plays and that's it.

#

OK, I figured it out.

tawny wyvern
#

There ya go ๐Ÿ˜ƒ

silent gust
#

Thanks!

#

It's not working in-game.

#

So much for that.

#

@tawny wyvern Got any info on what could've happened to cause it not to work ingame?

tawny wyvern
#

@silent gust Do you have any custom gestures that use that blend shape?

silent gust
#

Nada.

#

None at all.

tawny wyvern
#

Mmmm thats the thing that I was running into trouble with. How about the animation itself, did you create it from scratch or adapt from the legacy version?

silent gust
#

I switched the animation out of legacy.

tawny wyvern
#

When you load/edit the animation in unity through ctrl-6, are any of the entries yellow?

silent gust
#

Nope. appears to be black.

tawny wyvern
#

Vedy strange. Working in the unity preview?

silent gust
#

Yep

tawny wyvern
#

Fun times! Where is the animator for the blinking set up at? on Body directly?

slim sparrow
#

If it works in Unity but not ingame, it's almost certainly an animation override issue, or the blink shape keys are actually part of the first four shape keys (such as vrc.blink_left)

#

What happens if you take off all the overrides?

#

Just no custom standing anims at all

#

Or sitting

silent gust
#

lemme check

#

OK, now I'm starting to see the yellow text in my animation.

#

OK, when I preview the animation in the inspector it works

#

I'm gonna test some things.

waxen garnet
#

Oooo

#

I has me own anims

#

Sadly cant upload them vrcfrown

autumn yew
#

@clear yew Blender + mmd tools

#

Anyone know of way to use material swapping anim as a toggle? As in not holding a gesture. Something like Xiexe inventory system, but for animations rather than game objects?
I think this would be simple if I can change animator parameters via anim.... but that seems broken or I am going about it incorrectly.

silent gust
#

OK, I think I found out what went wrong.

#

With my blink

#

Ayy! I got it working in VRChat now!

normal skiff
#

@autumn yew you can at least turn an animator on/off from another animation, but I haven't found a way to change properties yet

#

it seems like it should be possible but that nobody knows the magic words

clear yew
#

I've spent weeks trying to figure out how to change animator parameters in vrchat.
No go so far though.

We really need to have the ability to use our own custom animation controller. Instead of getting it overridden on upload.

For you, Shiro, it'd be the same method as the looping state machine, but instead timing based so you can put it on one of the active emotes.
Animation lasts just long enough to change into the next state. Etc.

normal skiff
#

I have one avatar with a custom animation controller already, it's just non-humanoid

#

nothing really stops me from making one which isn't humanoid but still looks human, though

#

the main purpose I would have for setting sub-animators is for things which I can't just easily do in one animator

#

it would definitely save a bunch of work if we could just get the whole controller vrchat is using, drop it in as the custom one and make changes

#

if the Action Emotes feature would at least get implemented we could use that to toggle things without ridiculous animation setups

clear yew
#

We have the controller that has all the basic values and setup needed. It just gets overridden back to that default.

Problem with generics is that it doesn't really have hand gestures or any IK or any of the other standard parts from the humanoid.

normal skiff
#

that controller lacks all the actual animations though ๐Ÿ˜ฆ

clear yew
#

True, it's all dummy animations.
Not too much of an issue though

normal skiff
#

surely you can put the hand gestures into a generic if the parameters are named correctly... then again I have never tried

#

IK I'm not as sure about. I have heard of people using IK with non-humanoid stuff but they might all be cheating

clear yew
#

They definitely could set it up so it can.
They just have to have the same behaviour or similar from humanoids apply to generics. Mostly just input buttons

normal skiff
#

even custom humanoid animation controllers wouldn't be ideal IMO, you still have to be doing this stuff for about half a year to be at the level where you would be able to use it

clear yew
#

We used to have the ability to have custom animators through some sort of IK thing but that was patched out with web panel fix

normal skiff
#

first-class toggles like action emotes .. that would be like a day or two to get working

#

not the web panel fix, the final IK removal

#

though most of final IK was already not on the whitelist, so it was always a mystery why that one was

clear yew
#

Yeah. It was patched out in the patch that fixed web panels.

normal skiff
#

I thought it was the one immediately after ๐Ÿค”

#

either way

clear yew
#

Around that time I guess.

normal skiff
#

I wanted to use final IK for skirts but discovered months before that that it wasn't on the whitelist

#

so I guess I got screwed months before the patch that everyone is complaining about lel

clear yew
#

Sad I spent weeks learning so much about the unity animator and behaviours only to realize I was two months too late to make any use of it

normal skiff
#

well................we can at least still use those

#

we just can't use the cheaty method of swapping out the controller

#

it's too bad fixed joints are so unreliable or I'd know a very terrible but easy way to swap multiple variants of a whole avatar in/out

#

even being able to swap out the overrides would be really helpful :/

clear yew
#

Yeah.
Gonna have to see if child animator components keep behaviours so I can just do a pseudo controller and research all the input buttons required for things.

Otherwise, onto the next implementation idea of only timing based stuff

fallow pier
#

Anyone know why the neck does this weird expanding thing when I use an animation?

clear yew
#

Check your blend shapes
I imagine you accudently got a few or them corrupted

autumn yew
#

@clear yew Timing base is a neat idea. Though does not seem easy to make work if I want multiple variations of material swaps rather than simply one. hmm

clear yew
#

Variations as in multiple different material swaps? Make a longer loop for more possible states.

Though more complex stuff will most likely be a bit harder to make work.

Stacking simple stuff can usually have a decent effect

pastel hill
#

can animation use to be show/hide mesh ingame

wise aspen
#

I overheard someone say that if you use a joint hinge you can attach object to the ground is it true?

clear yew
#

guys

#

i need some good magic prefabs

clear yew
#

is it possible to change the crouching animation ?

#

please @ me

slim sparrow
#

@clear yew I've been asking for custom animators for months now lmao

#

The devs don't have it as a priority at all

torn pawn
#

tools for avatar creators ๐Ÿ˜‚ is ok, we got scuffed ik_follower and ppl fall back to joints ๐Ÿ‘Œ

#

well, ik_follower is useful if you're extremely lazy, which does happen

slim sparrow
#

IK Follower works decently well if you use it correctly

#

Avatar creators still haven't gotten any new tools in an extremely long time

#

Seats will be the first thing, if they ever release those

torn pawn
#

it screws up really badly if you start moving, from what I understand you gotta put ik follower under like 2 or 3 empty game objects

slim sparrow
#

Yeah, the component has to be on an empty game object with Rotation and Location 0,0,0

torn pawn
#

apparently it resets to 0 of the object it's on

slim sparrow
#

Yes

#

That's the only feasible way to make something like that work though

torn pawn
#

and it still breaks ๐Ÿ˜‚

slim sparrow
#

So I don't blame the devs

#

I mean on their end

lunar pasture
#

Hello

torn pawn
#

@lunar pasture ๐Ÿ˜Š ๐Ÿ‘‹

lunar pasture
#

@torn pawn howdi

#

what do you reckon the chances are of making a working wristwatch in vrchat?

clear yew
#

0

lunar pasture
#

ok, i beleive you, but just out of interest, which factors are missing?

split creek
#

can somebody explain to me, how i can make a permanent looping animation, without the use of legacy animation, since its not working anymore? for something like a tail wig and stuff thats always on without using hand gestures

torn pawn
#

@split creek pinned msg

clear yew
#

Make the animation be the default state of an animator.
F2 to change property path. Set to loop.

Check the pinned messages for a video.

split creek
#

ah ok thanks, i will look at that

split creek
#

hmm cant seem to get it to work ๐Ÿ˜ฆ

kind solstice
#

Hello. Does anyone know where I can find the nine-tails animation where the tails shelter the body by wrapping around its wearer?

slim sparrow
#

@split creek you put an Animator on the first bone of the tail, then you create an animation on the tail itself.

#

Then you set the animation file to loop in assets

split creek
#

the animation works fine in unity in play mode but as soon as i upload it to vrchat nothing plays, i did it exactly as in the video

#

the animation even shows in the avatar preview in the menu but not when i actually use the avatar

autumn yew
#

@split creek Hmm, question. Where did you put the animator?

slim sparrow
#

That's a good question. If the tail animation is located on your main model, that isn't gonna work.

somber sequoia
#

is there a way to combine multiple emotes into one?

#

as i have three anim files that i need to play one after the other

torn pawn
#

@somber sequoia you can either copy-paste all keys into one anim file, or make animator to transition from state 1 to 2 to 3

split creek
#

the skeleton is currently set as humanoid but it didnt work either when it was set to generic

somber sequoia
#

ty @torn pawn

muted cobalt
#

I'm having an issue with Dynamic Bone... for my hair, it likes to clip thru my head, and also sways really extremely to the left and right when strafing

#

that's what my settings look like

clear yew
#

.88
.27
.3
.88
try that

muted cobalt
#

Works pretty damn well with those values, now the only issue is my hair on the front hanging down is going into my forehead when I run forwards

#

Isn't there a way to make it have collision or something like that?

clear yew
#

not really

#

colliders wont work

#

even if you put one in your head

muted cobalt
#

Also, a quick question, all of these people I see using unity have live physics in unity (like dynamic bone physics work when they move the model around in unity) while mine stays static until I render it and use it in-game which take a while just for testing out values

#

Is there a setting to make it render that stuff in realtime while I work in unity?

icy crow
#

edit your settings in play mode then copy the values before you go to upload

unkempt sphinx
#

So I've been having this problem for a while now and I have no idea why its happening. All my blinking animations work only with one eye. It happened before the update (at least a couple updates) and it's still doing it after the update. I've animated the shapekeys to work on both eyes. Ideas?

#

When testing in playmode it works fine.

craggy sage
#

how would i use an animation i made in blender to use in Unity? export as .bvh?

tawny wyvern
#

@unkempt sphinx Do you have a wink gesture by chance?

craggy sage
#

or do i have to export it with a model?

tawny wyvern
#

Max, you should be able to do your business with fbx, which will export animations as readily as the model itself.

#

The only caveat there is if you have multiple animations on a rig blender will give them names that include the "|" symbol, which will prevent you from duplicating the animations out of the fbx host file. You'll need to rename those in the mechanim setup first..

unkempt sphinx
#

@tawny wyvern Yes, I'm using the Wink 2 and Wink 2 right seeing as they were more of a normal closed state of wink than the regular ones.

slim sparrow
#

@unkempt sphinx uh

#

Ohh

#

I got it

tawny wyvern
#

It seems having gestures with those blendshapes may interfere with having them on an animation..

slim sparrow
#

Yes

#

If any of your animation overrides (gestures or emotes) use the wink or wink right blend shapes, the animator will write defaults.

#

And the body's own animator will not be able to access it anymore.

#

Try having a separate blink shape key and using that in the Body's animator

tawny wyvern
#

so you will need to duplicate the blendshapes you want to use for a wink as different ones. ๐Ÿ˜ฎ

slim sparrow
#

Yep

midnight comet
#

i made a custom prone animation but the avatar is shaking :(

#

how do i fix it?

slim sparrow
#

Same problem.

#

Custom idle animations of any kind can cause shaking. The last update fixed most of it while standing.

unkempt sphinx
#

Do they need the second frame loop too?

midnight comet
#

i have a second frame on mine

#

should i delete?

unkempt sphinx
#

Ok. I have no clue. I haven't been playing with the idles just yet. That was just the first thing that came to mind.

slim sparrow
#

Nah, you need two keyframes.

#

Start and end.

midnight comet
#

also i was thinking about messing around with baking into positions and looping position maybe

slim sparrow
#

Make sure they have the same root transform. A common issue with root transform is that the second frame might shift a little.

#

What happens if you press play in Unity?

#

You need to manually set Root T to the same value on both frames

#

It'll jump down for some reason but it'll work against the same one

midnight comet
#

damn it is shaking in unity play too

slim sparrow
#

Yeah, easy fix

midnight comet
#

i did mess something up

slim sparrow
#

For example, if the Root T.y property is 1

#

It might jump down to 0.98576 for example

#

Just manually set them to 1 on both frames. It'll jump down again but it will be consistent and thus won't shake.

midnight comet
#

it didn't tho

#

i mean

#

they are on the same

#

everything is the same value

#

i don't understand

#

when i play the animation it's fine but in scene play it's shaking

#

and when i check values they are the same on both frames

#

oh no

#

i extended it to 10 frames and even tho it's the same animation it's acting like it's walking

#

@slim sparrow is it possible that it has the walking animation in it somehow?

slim sparrow
#

It gets blended sometimes yeah

#

But that shouldn't matter if you're not moving.

midnight comet
#

that's my problem tho

#

how do i remove the walking animation from it if it's in my other animation somehow?

craggy sage
#

so how would i export an animation from blender to unity?

wise aspen
cosmic idol
exotic galleon
#

Anybody know how i can make a simple floating animation with bot companion in Unity?

clear yew
#

is there any way to re-route the animations in unity to get rid of the (Missing!)

#

the objects are still there but in different positions and instead of redoing the animation completely I just want to tell it where the new things are

torpid light
#

i think if you click f2 on the animation it lets you edit the path to the object

#

or maybe double click the name i'm not sure

craggy sage
#

@wise aspen ok but how do make it so i can attach it to an AO?

wise aspen
#

@craggy sage inside the prefab after u imported it is there an animation?

craggy sage
#

im not sure i understand

#

i used the mete rig, made an animation with keyframes, can i use that in unity?

clear yew
#

@cosmic idol invis or body swap?

#

@midnight comet animator and animation swap using a duplicate of your avatar

#

Thats how you edit prefab animations

craggy sage
#

ok so now i have it imported and the rigg does the animation, but how do i pull it off of the rigg

#

or is it stuck on the rigg

wise aspen
#

i think its stuck on it as a default rig maybe

#

im not to sure about animations. someone else on here might be able to help better

clear yew
#

Hm

#

@craggy sage

#

What is the prblem?

#

Did you put the animation on your normal avatar

#

Remove the animator by changing it to none and remove the animation file from the animator component that you put on the normal version

#

Otherwise you'll just have to put the fbx file back into the scene then drag all your stuff back over into the fresh file into the same herirarchy spots

#

And then just make sure to duplicate next time

ruby thistle
#

kind of dumb question but how can i make a game object fade in and out?

#

is this possible to do on teh dopesheet or will this have to be on curve?

spring nova
#

you'll have to do that on the material. Use a shader that has a fade property like you want and animate it

#

standard shader has a fade rendering mode, just change the opacity of the color it uses

ruby thistle
#

so from black to white?

#

im affraid i dont follow

spring nova
ruby thistle
#

ok ok, now is this interchangeable per key? or will i have to duplicate the mesh render in order to get it to fade in? or am i able to just move the slider on the next key?

spring nova
#

just hit record on the animation and change it

ruby thistle
#

got it

ivory lagoon
#

what triggers do you guys recommend for gun-shooting?

normal skiff
#

triggers? like in a world? ๐Ÿค”

wise aspen
#

How come when i got to change the rotation of one part of the avatar than move onto another one it reverts everything back to before i changed any of it

devout cave
#

Is there a way to make particle behave like name plate?

clear yew
#

In terms of animation Ryebread?

Banana, use billboard always facing player and lock the uh... vertical axis from rotational movement. Something like that.

clear yew
#

Alternate option.
Use the shader that always faces the player.

devout cave
#

How do I lock the axis?

clear yew
#

how does one go about creating animation controllers for a looping animation?

#

i know i need the animator

#

but does it have a length i cannot pass?

#

like the emote 10 seconds?

brazen crater
#

well simply put an animation controller with one animation inside will loop the animation, so long as the animation is set to looping. I probably am missing some context though what are you trying to make?

clever tusk
#

hm

#

the proper way to do blinking now is an animator on the mesh if youre using a shapekey for blink, right? how do you disable the blinking during an animation? i can't find a way to disable the animator in animations but maybe im doing it wrong

clear yew
#

rokk made a prefab for that i think

clever tusk
#

hrm, im not seeing a link in his posts, probably best to dm him?

clever tusk
#

ah, figured it out, some steam groups post i found about disabling behavior on the mesh i have the animator on, found it on some steam groups post. create pulsegates on the anim file by clicking on cogwheel and create pulsegate, creates two pulsegate keyframes on the animation, delete the playbutton one, rename the other pulsegate to the name of my mesh

wise aspen
#

@clear yew yea animation

clear yew
#

You're probably clicking out of your recording animation if you're directly clicking on the game objects in the hierarchy.

wise aspen
#

how so?

#

i change the values from the inspector

clear yew
#

Are you animating on the base animator of your object?

wise aspen
#

As in the highest parent?

#

Yea

clear yew
#

Use the lock button in the animation window to stay in that animation so you can click out and manipulate children and record their transforms in record mode.

wise aspen
#

Oh

#

Ill try

#

So i added a position key for the base and its greyed out

#

and i cant change any of the values

clear yew
#

Are you clicking on the animation in your unity explorer?
You have to have the game object you want to animate selected and switch to that animation

wise aspen
#

i think it is

clear yew
#

DM me with screenshots.

wise aspen
#

k

wise aspen
#

Still going through the ground

clear yew
#

your model is boviously broken

#

since you made an animation on the original one instead of a duplicate

wise aspen
#

its the way im animating it

#

nah i made it on a dupe

clear yew
#

go into play mode in unity

#

does it sink into the floor ?

wise aspen
#

nope

clear yew
#

put the same override controller that you use in the "animator" component ?

wise aspen
#

k ill try

#

yea now is going through the floor

#

its from the idle animation im pretty sure

#

I set a custom anim to the "idle" in the override. If you put the animation in a different override slot it works fine

clear yew
#

you broke your model as i said

wise aspen
#

do i have to re import it to fix it?

clear yew
#

at some point you fucked up and activated the record mode on the original

#

check the pins for my album to fix it

wise aspen
#

k checking it out now

#

What does this part mean? "Animation Controller files with the TposeFix animation file
"

#

or drag the animation into the controller

clear yew
#

does anyone know where i can find a flight animation for Lugia?

clear yew
#

ignore nani

wise aspen
#

I give up

clear yew
#

xD

#

i tried finding it myself for 1 and a half hours

#

but there is no animation

#

make your own

#

also that website is mainly hosting ripped content

#

which is against the rules

#

it's what i thought

#

can someone send me a youtube video of how to make your own animation script?
pretty please i am new to all of this

#

you should really remove that link tho

#

got it

#

(also scripts doesnt work in vrchat)

#

i see

#

how do i make animation then

#

add animator on your model

#

and go into the animation tab

#

and enjoy

wise aspen
#

Forgot i changed my name

#

I just took the tpose fix animationg and im just editing that to what i need and it seems to be working

weary onyx
#

does anyone have that picture to show the shape of the mouth for different sounds to help when making the shape keys

wise aspen
#

with my animations the elbow doesnt have a animator. but almost every else does. did i do something wrong?

weary onyx
#

ty

ivory lagoon
#

whoops disappeared before i could answer

#

i meant triggers as in gestures on the controllers for gun shooting

#

point/fist keeps making me trigger it by accident haha, i need a better combo

cosmic idol
#

anyone have an .anim file of 9 tails going around them?

clear yew
#

But, the video is more or less just for adding things to your avatar, like particle effects or weapons and etc

#

But, is it possible to instead have multiple hand gesture overrides? (IE, something like a peace sign in one state, and a thumbs up in another state?

torn pawn
#

@clear yew be more specific, that question makes very little sense

clear yew
#

Is it possible to have two hand gestures, bound to the same gesture override via a state machine

#

Such as state 1a, character makes a peace sign, and state 1b character makes a thumbs up sign

torn pawn
#

do you mean left hand peace and right hand peace being different animation overrides?

clear yew
#

I can visualize it, gimme a sec

torn pawn
#

I don't think it's possible, plus video is very unrelated to your question though

clear yew
#

Its what got me onto that track of thought

torn pawn
#

like, you can do different stuff with 1 gesture if you cycle through parent objects

#

lets say cycle through 5 different items, and with one gesture enable objects under all of them, and only the active parent will have its child activated

clear yew
#

Hmm...

#

Maybe, if I make go to blender and make a shape key for the hand gesture I want

#

and then put that on the armiture under a empty object

#

so it would only be activated when empty object is on

#

But, that would have make both hands do that gesture ><

#

Wait no, you couldn't do that in the first place with the animation controller being on the main body, ><

#

I'm researching methods to do similar things like that currently.
So far, no real luck.
We don't have custom animators and we don't have animator parameters.
Still working on something though.

Got a few more ideas to exhaust.

#

In that video, the poster mentions it would be possible, but hard to do

#

Something along the lines of hiding your avatar, and having another appear in its place

#

But either way, for things such as just adding weapons to your avatar or external thingies, thats a pretty neat way to save some keybinds

dusty plume
#

You would have to do some wacky things

#

It can work but limited

#

Like you can't use it to change any poses, but you can definitely have it so you can turn on and off objects that are children of on and off objects

clear yew
#

Does an animation component have to be on the main body, or can it be on anything in the armature?

dusty plume
#

But it will not be synced between people

#

As in new comers will not see the same thing until the guesture is fired again

#

You will need them at seperate points

#

Like if you wanted 2 different props on one guesture

#

You will have to have a parent with an Animator, than 2 objects inside that for the animator to toggle, then objects insides those that would both be trying to turn on when you guesture

#

The one that WILL turn on is the one thats parent object has been turned on by the parent animator of those props

#

But even then, the more efficient mannor is to just have that same aniamtor just cycle between 3 states while guesturing

clear yew
#

and instead of turning on external things like particles, turning on a game object that has an animation component

dusty plume
#

Yeah exactly, but animation components wont really work. you'll need an animator instead.

clear yew
#

Any idea on why you think an animation component wouldn't work?

dusty plume
#

Mainly because I have only every got those working with legacy animations

#

and, they are now unsupported

torn pawn
#

animation components do not work @clear yew

#

they removed legacy

#

u dont need animation components anyway, as animator does basically the same thing

wind ore
#

Looking for someone to help me with the animate with...

#

Very huge problem pls dm help.

clear yew
#

Should describe the problem a bit to let people who might have an idea know if they can help.

wind ore
#

It's about the animator I'm not sure if it work already

#

and then i can't send screenshot :/

wise aspen
#

post image on imgur and post the imgur link

solar bloom
#

speaking of which, why are we allowed to embed but not just directly post images? it'd be so much easier/faster o-o

clear yew
#

yo can embed yeah

wise aspen
#

They said why tho

clear yew
#

we dunno

#

"to prevent abuse" they said one time

wise aspen
#

yet posting the imgur link still shows the image

wind ore
wise aspen
#

What are you trying to do?

wind ore
#

Making the particle animation while idle...

wise aspen
#

ok

wind ore
#

cause legacy animation got removed and idk what to do with this.

wise aspen
#

keep getting what. a floating orb?

wind ore
#

Floating orb work but in idle animation look very weird..

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Cause i wanted to have default idle animation...

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and then the in-game one...

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idle default animation look very weird when i didn't do something to the animator...

#

the problem is..

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how do i make idle standing animator while the particle floating..?

wise aspen
#

Gonna have to wait for someone else. I just started with animations myself

wind ore
#

Alright then.

clear yew
#

it's a particle, right ?

wind ore
#

yeah

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svelsien

clear yew
#

and you want to make it spin around you ? you can use the velocity over life time for that

wind ore
#

Yeah but i think i already did that..

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the only thing left is with the...

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standing idle animation since the legacy animation not working...

clear yew
#

what about the standing idle ?

wind ore
#

hmm that why i am trying to figure out how to make it default idle animation while particle floating around me by using animator...

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and then i got this

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look so weird...

clear yew
#

why do you want to use animatore for the particle when you can just use the settings directly on the particle system ?

#

also you went into record mode on your main model

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thus breaking it completely

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you are supposed to make animation on a duplicate for that exact reason

wind ore
#

yeah sadly i didn't get the idle default animation since particle animation got it work cause i really honestly don't know what to do with it..

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I tried using legacy animation it didn't work also.. but it got removed..

clear yew
#

if you want to fix the pose of your model

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i made an album to fix it to T-pose again

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it's pinned in this channel

wind ore
#

@clear yew Does it work in-game too?

clear yew
#

the animation fix ? yes

wind ore
#

Alright

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I give a try then

wind ore
#

hmm there no way..?

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@clear yew i think my animation never got fix.... ๐Ÿค”

clear yew
#

dunno, never had any problem with that fix

fierce bane
#

why aren't you just using the particle system to make that orbiting particle? An animation isn't needed at all for it unless you have something more to the animation

red moat
#

You want a custom idle animation or why do you bother changing it if you only want particles flying around you? Sry, im on the phone and havent read it all

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Damn himeki was faster xD

fierce bane
#

lack of phone typing ๐Ÿ˜›

wind ore
#

what?

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what particle system..?

fierce bane
#

You want that orb to orbit around you, correct?

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is there anything else you're doing along with that?

wind ore
#

yeah

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and also it need to be idle default model..

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Cause why am i not getting this..

fierce bane
#

you want the default idle with that orb orbiting you?

wind ore
#

yeah

red moat
#

You dont need a custom idle animation for that

fierce bane
#

just use the particle system instead of a custom idle animation >.>

wind ore
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i know i use the particle system..

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and...

wise aspen
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does a custom idle anim break the legs so you would have to fix the legs to have it work right?>

wind ore
#

Yeah

fierce bane
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use velocity over lifetime, use a curve, have it alternate between the horizontal dimentions

red moat
#

I think we are talking a bit apart here xD i still dont get why you want a custom idle animation if you only want that orb flying around you

fierce bane
#

why are you editing so many values if you just want it to orbit around you....just edit the orb itself instead of the entire body...

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same thought as Oida here

wise aspen
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Nah i was just asking if thats what you would need to do to use the custom idle. is fix the legs

wind ore
#

.. i am trying to figure it out what am i suppose to do with particle system and then the animated and then the problem is..

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when i upload avatar within the particle system work..

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the idle keep getting weird...

fierce bane
#

remove all the properties animating the body, only keep whatever is animating your particle

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it's weird because you're trying to edit the idle with a static T pose and the game is trying to fight it

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so you added a T pose animation into your model instead of just animating the particle's movement

wind ore
#

yeah

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but it still not a default idle animated..

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it doesn't fix my avatar..

fierce bane
#

what do you have this animation on in your override?

red moat
#

Honestly if i accidently mess up my model by making a animation on the main avatar, i just reimport the fbx and copy everything i made like dynamic bones and stuff to it to fix it :x

fierce bane
#

is it on a gesture? or is it on something else?

wind ore
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i'm not sure if this this one?

fierce bane
#

you can follow the guide by rokk pinned in the channel to fix broken fetal pose

wind ore
#

wait like which one..?

fierce bane
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That was the correct window I was talking about, Are you using that animation on the idle?

wind ore
#

yeah

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The idle one is T-pose

fierce bane
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if so, why? Do you want it to be always active and rotating?

wind ore
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but it still not getting default one..

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Yeah

fierce bane
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T pose is NOT the default idle >.>

wind ore
#

oh

fierce bane
#

t pose is just t pose

wind ore
#

then i animated is the wrong one..

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i find it everywhere literally it didn't help me...

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i think i ask serveral times it's very hard and confusing..

fierce bane
#

if you're just having a particle rotate around you, you do NOT need to use an animation at all, it just needs to default to on and you need to adjust the "velocity over lifetime" with a curve to make it spin around you properly...that's it

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it'll always be on without an idle override

wind ore
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is that the one?

clear yew
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but i already told you to use that vrcfrown

wind ore
#

what

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really?

clear yew
#

yes

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use velocity over life time

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to make it spin around you

wind ore
#

velocity over life time?

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oh

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so..

clear yew
#

Add a seperate animator on the particle and then add the animation on it. Right now you have the animation on the model and it just brakes it.

wind ore
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@clear yew isn't like this one ?

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so i turn on my velocity over lifetime

fierce bane
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far right side drop down, set it to curve

wind ore
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Curve..?

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hmm..

clear yew
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far right

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on the arrow

rain reef
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one line above that, on the right @wind ore

wind ore
#

Emission?

fierce bane
#

RIGHT, not down

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the little \/ at the right of the z for velocity over lifetime

rain reef
#

Are you trolling

wind ore
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I am not

rain reef
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in velocity over lifetime

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to the far right

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there is a little arrow

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in the same line as the x y z values

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have you found it

wind ore
rain reef
#

curve

fierce bane
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the max number on the top left will vary depending on size, scale, and how large of an orbit

wise aspen
#

Anyone know how to use rigidbody with gesture?

fierce bane
#

depends on what you want to do with it exactly

wise aspen
#

ever play overwatch

fierce bane
#

yes

wise aspen
#

well im makin mei and im trying to place her ice wall

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i can place it and it stays but when i go to reset pos it doesnt reset

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so if i move and replace it again it isnt at 0 0 2

wind ore
#

idk why my particle look weird

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..?

rain reef
#

@wise aspen make a gesture that makes the wall disappear and in that set the values back to that maybe?

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so like a reset gesture

wise aspen
#

i tried

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it doesnt reset the position for some reason

fierce bane
#

@wind ore you didn't set up the curve after changing it to curve...check my last message with an image

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since you didnt' change it it's just flying off into the distance...turn the camera and you'll see it

wise aspen
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the wall disapears it just doesnt change the position back to before i placed it

wind ore
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the little '' / '' at the right of the z for velocity over lifetime ...?

fierce bane
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@wise aspen instead of the previous legacy animation design, you need to have a reset but using the newer method. Check the first pinned message here

wise aspen
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k will check tnx

fierce bane
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I think your red/green curves should be swapped however (x/y) based on your last image

wind ore
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like

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it's so small..

fierce bane
#

you still haven't adjusted the curve...click on a curve and drag up from the bottom, you hid the curve editing pane

wind ore
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ohh isn't that the one?

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Particle system curves?

fierce bane
#

yes

wind ore
#

Hmm alright

fierce bane
#

right click to add a key to it.
you will probably want a tighter curve than is displayed in my example above, this is something you will have to play with to get just right

wise aspen
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nothing in that video from the pin did anything. i guess im already not using legacy anims

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everything was already set properly

wind ore
#

alright i think i try to get it right

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but i don't need the z yellow line to play with

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right?

fierce bane
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correct

wind ore
#

Alright then i try to play with.

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@fierce bane

fierce bane
#

@wise aspen Basically the previous method was to use a looping legacy animation that re-set the rigid body of the object to the spot based on you you wanted. Activating the gesture disabled the animation and enabled the rigid body's game object.
Fixed joint set to Infinite break, rigid body with all constraints checked.

Instead of legacy animation, follow the video from that pin to make it that way.

wise aspen
#

How would I set it to gesture overide tho?

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they made new animators both times

fierce bane
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Enable system, disable animator

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you'd make the animation basically as described above, make the animator as described in video and place it inside exactly how it shows.
Make a gesture animation that enables the wall's rigid body and disables the animator you made

wise aspen
#

mk

wind ore
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Great..

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..

fierce bane
#

That...doesn't even look like an attempt to get it close...
right click the keys and set them to flat, except the end points (which you can move btw...) which should be set to auto

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what is the start lifetime on your particle?

wind ore
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since it very confusing

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and sweating...

wise aspen
#

im taking a break this is annoying

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Can i force a gesture change?

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or am i just making it difficult for no reason

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I wanna have it set for 15 seconds than despawn the wall

clear yew
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you are probably making it diffuclt for no reason

wise aspen
#

i tend to do that alot

clear yew
#

if you want it to disappear automatically after 15 seconds

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best bet is to use particles

wise aspen
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can i make object into particles?

clear yew
#

you could probably do that with animator too but i'm not too familiar enough to tell you how

#

yes you can

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but in unity 5.6

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world mesh particle will have one fixed orientation

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so you need a shader to make them turn properly

fierce bane
#

You can use a mesh rendered particle to make it look the same as a normal object mesh

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you used to be able to use the legacy animation to reset a fixed world position particle exactly the same as a standard mesh

clear yew
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rokk made a prefab

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for locking an object to world position

fierce bane
#

oh I actually have that still I think...I was going to link the album but the pin is gone

clear yew
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yeah, it was useless since it relied entirely on legacy animations

fierce bane
#

I'm not sure if you can use it but use the pinned conversion to swap it over...I'd assume so but I could be terribly wrong

clear yew
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no it didnt work like that

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there was some more bullshit to it

fierce bane
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It's essentially just a position animation that is disabled while it's active in the world. The rigid body gets disabled and the legacy animation still reset the position of the rigid body while disabled.

wise aspen
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too bad i cant just use my own script

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i understand why tho

fierce bane
#

I know the feeling, audio on impact would be nice too

wise aspen
#

theres soo much more i could do

fierce bane
#

yep, agreed

wise aspen
#

you can use custom scripts for worlds tho right?

fierce bane
#

I don't believe so? You're still limited, but you can use triggers and other things

wise aspen
#

=<

fierce bane
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I can't give you a proper answer on that...I lost interest in making a world

wise aspen
#

how come

fierce bane
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limited ideas mostly

wise aspen
#

giving up on the animation and going to work on a world

slim sparrow
#

You cannot use custom scripts in worlds

wise aspen
#

k

wind ore
#

i think i take a break...

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i probably don't wanted to the velocity...

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sigh i think i over did it again....

#

Might go ask again..

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i think i tried so much ๐Ÿคท

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Sadly i just wanted the orb to be float while idle avatar is fixed..

fierce bane
#

floating in place is simple, spawn particle with no speed. Orbiting you takes a bit more work.

wind ore
#

I just need that the particle animation animated while the standingidle is fixed..

fierce bane
#

look...if you just want it to hover next to you and move with you, that would be easy. You don't need an idle AT ALL. Just have the particle spawn and not move...done

#

if you want it to orbit, set up the velocity over lifetime as stated before.

spring nova
#

if setting up velocity over lifetime in a circular curve is too difficult, you can also do rotation over lifetime and add pivot in the renderer. The particle itself will stay in the center and rotate, but it will be displayed offset by the pivot, moving around in a circle

wind ore
#

@spring nova hmm like what example of..? was it easy step by step?

spring nova
#

wait do you want a billboard particle or a mesh particle?

wind ore
#

by loop

spring nova
#

Yeah the pivot thing I was talking about won't work quite as easily on a billboard particle, sorry. You'll have to set up the velocity to make it move around in a circle

wind ore
#

wait a minute

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so that mean... it didn't work on animated...?

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๐Ÿ˜ข ?

spring nova
#

that's... not even close to what I said

#

just make a particle and use curves on velocity over lifetime to make it move around in a circle

fierce bane
#

that's what's been said 3 times now, with example curves to replicate even...

wind ore
#

hmm okay

#

i try the velocity settings then

torn pawn
#

or you could create empty object, put particle in it, drag it on the side and make the game object rotate, that's if you're fine with circle, but with orbit you'll want a velocity/curve

wind ore
#

@torn pawn like what kind of the empty object ๐Ÿค” ?

torn pawn
#

literally epty game object

wise aspen
#

oof

#

how long have you used unity for?

torn pawn
#

im pretty sure my idea should work for a perfect rotating circle

wise aspen
#

it sounds like it would

torn pawn
#

should be like this

wind ore
#

Omg

#

yeah

#

that what i am talking about

torn pawn
#

this is done with a mesh+bone, but if you create emtpy game object, put particle in it, drag the particle on any axis except height, then create animation where the empty game object rotates 360deg

rain reef
#

yuumi

torn pawn
#

and it should be exact same outcome

rain reef
#

wanna drop me a sweet prefab

#

:^)

torn pawn
#

this is a mesh+bone, cant make prefab

wind ore
#

alright

rain reef
#

I mean you can :^)

wind ore
clear yew
#

gib ๐Ÿ…ฑrefab

rain reef
#

Put brefab and shaders in bag ๐Ÿ‘œ

torn pawn
#

@wind ore create another game object under the first, then put your particle under 2nd game object and drag the particle on orange or blue axis how far u want, then put animator component on 1st game object and create (1st game object being selected) animation file that rotates the 2nd game object 360deg

#

@rain reef if you mean by including the unity+blender earring thing, then not sharing those, even if it was a quick sketchup in blender from pics to mesh

rain reef
#

but

#

its just a path with extrusion

#

๐Ÿค”

torn pawn
#

exactly, you wouldn't have any issues doing that ๐Ÿ˜›

#

well, forgot 1 boolean as well ๐Ÿคท

#

extra work ๐Ÿ˜ฆ

spring nova
rain reef
#

See

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the thing is im lazy

wind ore
#

O