#animation

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wind ore
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That like 30 sec of step?

rain reef
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Applying modifers in blender is so much work

torn pawn
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oof you're out of luck then, I'm extra lazy ๐Ÿ˜‚

wind ore
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omg

rain reef
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it requires 2 clicks

wind ore
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should i try yuumi or phasedragon method?

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๐Ÿ˜ฎ

rain reef
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How about you just start working on one finally

torn pawn
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LOL

rain reef
torn pawn
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i mean it doesn't really mater

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what works for you

rain reef
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Yuumis is cleaner

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doesnt spawn the particle on the outside without further polish

torn pawn
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mine is perfect circle, doesn't always look as good for some things, but the pingpong looks pretty nice, but has an issue when despawn/spawn

rain reef
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@torn pawn i guess you have a particle with a trail attached to it aswell?

torn pawn
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it's a trail renderer

rain reef
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๐Ÿค”

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interesting

red moat
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I saw the infinite gestures video a few times posted here noe, but havent really messed around with this stuff yet. Instead of changing particle effects i would like to toggle between custom hand gestures and facial animations. Is it possible with that or would i waste my time fooling around with it? I dont like doing face expressions everytime i touch my controller. It would be awesome to just combine them with that method

rain reef
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Last time i touched particles was in february

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LUL

torn pawn
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you can't make trails like that with particles

rain reef
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i cant make anything

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cause im not touching particles

clear yew
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@red moat you are wasting your time

red moat
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Okay xD thanks for saving me then^^ is there any other method for what i want or is it just dreaming? :x

wind ore
torn pawn
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it needs to be 2 game objects and particle system

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go1
go2
particle

wind ore
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O

torn pawn
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you put animator on go1, and create animation that rotates go2 360deg

wind ore
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alright i try to figure it out.

rain reef
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Spoon feeding intensifies

torn pawn
fierce bane
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which is also why I said you'd have to play with it after making it based on the quick example I gave earlier ๐Ÿ˜›

wind ore
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๐Ÿ˜ฎ

torn pawn
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yuh, particles is all about clicking buttons and typing numbers and see what they do

wind ore
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https://imgur.com/a/EeFuedN @torn pawn hmm so i put a animator on go1 start and then go2 on end of 360 degree's...? wait does it make sense if i am wondering..?

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cause idk why my xyz like that...

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below on the skirt..

torn pawn
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frame 0 needs to be 0deg, then put at like 15-20 sec mark 360

rain reef
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is that 6 meshes on your model @wind ore

wind ore
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6 meshes not sure..

rain reef
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whats your ingame name

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so i can block you

wind ore
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.

rain reef
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Walking nuke

rain reef
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๐Ÿฅ„ feeding intensifies

dusty plume
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For that can't you also just multiselect to 2 keyframes and right click > linear

spring nova
dusty plume
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๐Ÿ‘€ ๐Ÿ’ฆ

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Yo when making a gun in a world. How do you get the particle to burst every time the emission is activated? (need a semi auto pistol)/is there a better way than animating the particle to fire once at a time

spring nova
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for a world, you have the luxury of not dealing with enabling emission. Instead use the trigger setparticleplaying, and make sure the particle has looping and play on wake off

dusty plume
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I've tried using that too with other things and never worked ๐Ÿ‘€ ๐Ÿ’ฆ . However isnt that one a toggle on/off thing? I need it semi auto, so that it fires once per trigger pull

spring nova
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if you have looping and play on wake off, it's not toggle

dusty plume
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oh?

spring nova
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and every new trigger that comes in will fire off it's own particles without being stopped or interfering with previous particles

dusty plume
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Yeah that was exactly what I was trying to avoid with animating the emission instead. Im guessing I still set the setParticlePlaying to True for the event?

spring nova
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yeah

dusty plume
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oh now that thing works for me ๐Ÿ˜…

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๐Ÿค— Thanks ๐Ÿ˜„

pastel hill
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can shell eject work with firing animation ?

spring nova
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yeah of course, works quite well

pastel hill
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must be in the same animation file?

spring nova
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not necessarily.... I mean it depends how you want to activate it. That's entirely up to you. If it's a double barrel shotgun you might want one gesture to shoot, one gesture to eject ยฏ_(ใƒ„)_/ยฏ

pastel hill
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yea cuz i have 2 individual animation files which is simply firing and shell ejecting

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wonder could they combine together

dusty plume
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You could probably do something with an animator to have something preanimated fire on a guesture

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I use something like that on a Mirrors Edge Shock Protector. Where the tazer first plays a charging sound for 1 second, then it fires 3 different particles to give the firing effect some kick ๐Ÿ˜ƒ

wind ore
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i think i put my x y z to 360... it doesn't move ๐Ÿค”

dusty plume
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is gameobject 2 the particle emitter?

wind ore
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yeah

dusty plume
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Particles can't visibly spin, they are sprites ๐Ÿ˜ƒ

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You want to have it draw circles?

wind ore
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yeah...

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the circle around me...

spring nova
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he wants the position to orbit around, not spin the sprite

dusty plume
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You want the parent to rotate from the center of your avatar (x,z)

wind ore
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^

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actually

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Postion to orbit around..

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if u wondering..

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is there a way ๐Ÿค”

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rotation doesn't work if i am wondering?

dusty plume
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with the parent object rotating, and the particle offcenter, it will start drawing circles ๐Ÿ˜ƒ

wind ore
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mhm..

spring nova
wind ore
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Cause i not sure why particles doesn't work with position and rotation..?

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O

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@spring nova i got a question...umm is there a way to make particle around slower or faster for the example like 1-10 sec stopped and then loop slowly rotate again.

dusty plume
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Drag the keyframe further down the timeline ๐Ÿ˜ƒ

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and also just for knowledge. Particle Emitters emit from their transforms, and since particles are just flat images, If you have them sitting still they can't visibly spin.

spring nova
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Rotation over lifetime still affects billboarded particles

wind ore
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will it affect by animation through?

dusty plume
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Only over lifetime as emitted particles don't inherit their emitters rotation

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Unless its simulation space is set to Local I guess. which would force particles to inherit everything about their emitters transform as if it were a parent object. However over lifetime is probably more efficient ๐Ÿ˜‰

wind ore
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hmm.. i see...

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lemme try again..

dusty plume
pseudo iris
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how could i create a flaming sword?

torn pawn
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depends what u want it to do ๐Ÿคท

slim sparrow
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Local particles

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Or not local

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Yeah that depends on what you want

pseudo iris
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i want like a flaming effect on a sword

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so it looks like the blade is on fire

midnight comet
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is it possible to only play an animation when a particle is born/dies

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?

midnight comet
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also

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is it possible to attach an object to a single particle?

gaunt pebble
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I heard legacy animations broke

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Reupload fixes it or do they not work at all anymore

slim sparrow
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Yep

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Any avatar uploaded after september 1st will not have working legacy animations.

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You can easily refactor just about anything to use regular animators instead.

gaunt pebble
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'eh

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true

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but it's silly

slim sparrow
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Or well, almost anything. Toggle-able blinking and world objects will be slightly harder, but we have prefabs for that now

gaunt pebble
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ye toggle systems is what i was thinking

slim sparrow
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Well, you can toggle animator behavior on/off which still gives us a lot of options. Funnily enough, the removal of legacy gave rise to far cleaner toggle props and blinking prefabs.

paper glade
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@gaunt pebble Xeixe made a new toggle system. It's on his Github.

uneven acorn
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Does anyone know how I can have a point light follow its prefab, the light and the prefab are linked but in-game the light is always under the prefab

paper glade
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@uneven acorn First, what do you mean by it's under the prefab?

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If you mean it's a child of the object, then isn't that supposed to be it?

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OR WAIT

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Do you mean the light is just stuck at the root of your avatar?

uneven acorn
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The prefab is a flame and the lighting is stuck at my hips

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Which I'm guessing is the avatar root

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@paper glade

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The flame is parented to the wrist

clear yew
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@uneven acorn put the IKFollower where the flame is and parent the flame to it

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without it the flame will stay at your hips where your wrist would be without IK

uneven acorn
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What's an ikfollower

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@clear yew sorry I'm the big dumb

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Oh wait I found the script

clear yew
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ah cool, yeah that should move it with the wristbone

uneven acorn
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@clear yew do I put the script on both the bone and the flame

clear yew
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just the flame afaik

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to force it to apply IK to that thing

uneven acorn
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Oof it doesn't work

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The lighting is still stuck

split flower
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Need to make an animation that i can drop a object from my avatar no matter where i am and it will stay there, No i cannot use particles because i want to have animations on the object

ocean knot
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hai guys - i havent really done any state machine stuff yet but i have a quick question - is there a way to get the cycle to resume from where it left off? or does it always start at the beginning of the sequence? or does it just "pause" anyway? thanks a lot

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(eg. i have it cycling 3 animations, i let go of a gesture while it is on "2", if i press the gesture again i would like it to continue from 2)

clear yew
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is there any way to do a random selection in vrchat using animations or something?

kindred trout
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Hi, does anyone have a t-pose animation template?

lavish scaffold
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I believe there is a controller for that on VRCSDK -> Examples -> Sample Assets -> Animation -> AvatarControllerTPose

queen bramble
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I'm going to need a bit of help here. I'm trying to create a fire laser that looks like this. https://gyazo.com/4628f73b88a2ecf44f13fbf39b67dd48 ,and I've been using the fire particles from this particle pack, the flamethrower https://assetstore.unity.com/packages/essentials/asset-packs/unity-particle-pack-5-x-73777 .
https://gyazo.com/88da01c51733d0548e537e55063021b3 This is what I've managed to make in like 30 min, but I'm running into problems trying to polish it out. The effect seems to keep its size no matter camera size, so when im zoomed all the way in or out it takes up the same % of the screen, and the way the particle works isn't quite what I need. If anyone has experience with these kinds of particle effects or knows a better asset pack I'd like to know, if not, I need some help with this current particle effect i have set up.

โ€‹

Note: this particle pack is compatible for Unity 5.5. Find the brand new Particle Pack for 2018 HERE!

This pack of sample particle assets can be used in your games and to help you understand how to achieve certain effects using the Unity Particle System component and modu...

โ€‹

fierce bane
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@queen bramble set the max size to 10 (or more if needed) in the render settings of the particle effect to fix the "always same size" issue

spring nova
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Also minimum size to 0. Minimum is how small it's allowed to get, maximum is how big it's allowed to get, as a percentage of your screen

queen bramble
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Setting min to 0 and max to 10 made the whole thing disappear

spring nova
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It's probably really small then

fierce bane
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^

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check scale and particle size

spring nova
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That will make it display it's "true" size

queen bramble
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ah, its that dot.

queen bramble
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Dont believe the parts coming out that make it look more like fire can be changed too much, so im focusing more on the inside of the flame.

kindred trout
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@lavish scaffold thankyou very much!

spring nova
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@@queen bramble I've got a shader that will be perfect for your project, I'll have to get it to you after I get off work in like 3 hours

eternal topaz
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How do I get an animation clip to only affect the position.y value? Everytime I trigger the animation, the x and y values go to 0

queen bramble
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That will be excelent, I will need to work on this tommorow if its in 3hr because itll be midnight by then, but feel free to dm me on this.

spring nova
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Sure thing

rough drum
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Anyone here know a way to toggle a mesh on and off via the emote system and not gestures?
I used to have a solution but I've completely forgotten how it worked now.

molten elm
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Is it possible to make scaling work in an animation with a gesture?

fierce bane
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Yes you can scale things in an animation

kindred trout
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I do not know why after I override my idle animation my avatar stops blinking in game.

fierce bane
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isn't the blinking part of the default idle?
Unless you made a separate blinking animation that is

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I'm not actually sure on that though

kindred trout
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Yes I made a separate blinking animation

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My idle animation includes only standing and fingers' position

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They should not conflict... but my avatar stops blinking

fierce bane
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and you have a blinking animation on an animator running it on loop?

kindred trout
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Yes

fierce bane
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I'd go with screenshots of your setup, maybe something will be seen out of place

kindred trout
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I made a custom override for idle position to fix the avatar's strange finger positions

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but after I successfully did it the avatar won't blink, sometimes it blinks but most of time it won't blink, this is quite strange

lavish scaffold
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hmm have you tried redoing the blinking animation?

kindred trout
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yes

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the screenshot I gave you is already a redo...

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why strange things always happen on me...

uneven acorn
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Anyone know how I can fix my point lighting, I have the prefab parented to my hand but the lighting is stuck to the avatar root not the prefab itself

lavish scaffold
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try to disable the idle animation (uncheck the animator) then hit play. Does it blinks?

kindred trout
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In unity the avatar can blink normally when I have the idle animation override

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And I do not have an animator for the idle animation, I put it directly in custom override

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Only the blinking animation has an animator

lavish scaffold
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try removing the idle animation form the overrite. Then if it blinks normally that means the idle animation is not letting the blinking animation do its job

kindred trout
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yeah but then my avatar's fingers would go into strange position....

silver charm
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I am trying out the cloth component for the first time on a small bit of mesh -- does anyone have any good settings for like, coat-tails with the cloth component?

kindred trout
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that's why I made a new idle animation

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I do not know why this avatar's fingers just work different from other avatars

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it does not share their values that define the same positions

charred quarry
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Can anyone point me to a tutorial that explains how to create a multi-model animation (like having 3 people dancing?). Does each entity have a separate animation controller? Do you just turn off rendering for the main (real) avatar?

slim sparrow
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Every model has its own animator controller, set to play the dance automatically

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They usually turn off the body mesh on the main avatar, yes.

pastel hill
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how to make an Animation Component working in the animation file for gesture ?

clear yew
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hey guys is there a way to hear the music from your audio source when you hit play in the animation window?

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all i need is to be able to animate to the music

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you need an audio listener i believe

slim sparrow
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Gotta be in play mode

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Default camera has audio listener already

paper glade
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Unless you just create an object and then put a Camera component on it, but why would you do that /shrug

lofty canopy
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Ok, I dunno what I'm doing wrong here, but what could be the reason why I can't get my avatar to blink? It used to work through the Unity animation component (it's set to legacy and loop) and then a blinking animation. It does work perfectly in Unity itself, but as soon as I upload to vrchat - the blinking doesn't work.

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Oof, it's triggering me right now lol, it's such a basic thing and I can't get it to work. Probably right in front of my nose as well

paper glade
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@lofty canopy Use an animator instead of the Animation component

clear yew
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legacy animation got removed

paper glade
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Set up the Blinking without using Legacy

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@lofty canopy Check the pins of this channel, my buddy Rantis made a video about it.

lofty canopy
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Oooooh

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Lol, ahem

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Thanks ๐Ÿ˜„

paper glade
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Uh oh don't mention the forbidden site

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@regal bough change message or you're gonna get the ๐Ÿ‘

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Also there's something better called the Muscle Animation Editor on the Unity Asset Store.

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Go look that up

clear yew
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muscle editor is a life changer, i can only recommend to get it

regal bough
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@paper glade i cant even see my own message.. so i can*t change it :/

paper glade
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They deyeeted your message then lol

fierce bane
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@kindred trout can you show what you mean by "weird finger position"? That's what you should be fixing directly instead of overriding the idle to fix it.
If you can show what you're talking about with that I or others may be able to help

clear yew
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@lofty canopy legacy is no more

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Just add an animator component onto your body

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Protip you can also animate your materials as well

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Make your eyes glow brighter

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Change color

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Etc

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Clothing color change

queen bramble
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Anyone know how many particles it takes before the game begins to lag a bunch, want to make an effect seem smoother but I don't want to kill a whole lobby by accident.

clear yew
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@queen bramble depends

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Toaster vs $3000 pc

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??

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Desktop mode vs vr mode

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if im in desktop mode... most tesselations do nothing to me

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in vr i will die l0l

torn pawn
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@queen bramble don't use high poly mesh particles, dont use noise, don't use lights, limit collision to low quality

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and you should be good

queen bramble
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The thing im planning on using is a particle system using sphere meshes as the particle, emission is set at 3k rn.

torn pawn
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why the hell you even need 3k emission rofl

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quality over quantity ๐Ÿ‘†

spring nova
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yeah that's exactly what I warned you about, I tried that method and it looks okay at best, but requires way too much emission speed.

fierce bane
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I did something similar for a quick beam blast, but using a shaped particle in its place

kindred trout
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my avatar fingers look like this when they are in the default idle position

fierce bane
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that looks like you need a bone roll fix in blender

kindred trout
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which freaks people out

fierce bane
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er...that might not be bone roll, but an improper rest position.
Could also just be fixable in the rig config in Unity

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If you open the rig window, take a look at the end fingerbone and see if it's rotated incorrectly. If so just fix it (or enforce T pose may work for you)

kindred trout
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yeah when I open the rig window the fingers are in strange position

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when I rotate the fingers the scene warns that the character is not in T-pose, should I ignore?

fierce bane
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just ignore it, yes

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it's probably the setup in blender that originally caused it, but as long as the hands are in the proper position you should be fine

subtle heron
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How do I sync an animation to audio?
Because the audio is lagging behind the animation in game

fierce bane
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you have to time the animation manually with the audio. There's no magical button for it. Compare length of animation to length of audio file and match it

obsidian vigil
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well...

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i always

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open my sound in audacity

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grab the exact time

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then pick the according frame

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works pretty well

subtle heron
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that's not quite my issue

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But when i load it in game the audio doesnt sync, it lags behind the shockwaves

obsidian vigil
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oh

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is it always the same delay?

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like always 2 sec or sth like that

subtle heron
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I think it depends on the world

obsidian vigil
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oof

subtle heron
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is there some sort of trigger like "When audio starts, trigger animation"?

pliant plank
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Don't think so, pretty sure everything in that category gets painstakingly time-stamped

obsidian vigil
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@subtle heron you could try a delay

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put an empty loop with a set time on an object that triggers your animation in the end

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and keeps it active

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use the same delay time on your audio source

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so when the delay is done and your audio is done

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itll start the rest

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maybe that way you can sorta align them

kindred trout
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@fierce bane It really helps, thanks a lot!

subtle heron
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@obsidian vigil i fixed it by delaying the animation by 1 beat, thanks

obsidian vigil
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๐Ÿ‘Œ

distant tulip
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How do I get an animation that doesnt move my character into the floor / make them stay in place? For example, I would like to use a mixamo animation with jumping without it staying in place,

craggy sage
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i hope they dont go back to legacy animations, the switch to non-legacy was annoying enough

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and are legacy animations THAT dangerous?

frosty pendant
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Yeah... You could do anything with it. Removing the floor in the pug for example

slim sparrow
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Far more dangerous than that tbh

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Someone else found a way to basically bring back similar behavior to VR IK's footstep triggers, allowing you to spawn literally anything for example

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Was removed for good reason

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@distant tulip on the animation file, tick all three "Bake Into Pose" options, and set all three "Based On" options to "Original".

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In your assets

distant tulip
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ok

frosty pendant
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@slim sparrow my example was just something I experienced myself ๐Ÿ˜•

slim sparrow
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Yeah I know, I was just elaborating

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People often don't see most of the ridiculous stuff you can do with this

craggy sage
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Im not angry, if its for safety im all for it

slim sparrow
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Like when VR IK footstep triggers were removed, people were saying that custom animators weren't that dangerous

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Which ignored the fact that those triggers could do far more

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The legacy removal kinda sucks

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But people have made prefabs to fill 99% of the gaps

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Since you can do most stuff with animators. Stuff like idle tail movement for example

craggy sage
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yeah, i just updated my mesh with that, all i had to do is animate the rigg

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it adds more steps for simple animations but if its safer, its all good

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impo safe > cool avatars

rain reef
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Anybody got a baseline on how i would start to create a lightsaber with particles ๐Ÿค”

slim sparrow
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Default particle

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Shape module is set to edge

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Rotated so the white line fits the lightsaber shape

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Then tick the option that makes the particles evenly distributed

rain reef
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and then set the emission up?

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So it looks like one streak?

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and how would i make a smooth trail

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that looks like the lightsabers trail?

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a trail renderer?

clear yew
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yes

rain reef
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i really gotta learn to do these again

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its been too long since i used particles

slim sparrow
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Yeah basically

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The lightsaber effect itself should probably be local particles with a very high initial burst and pretty high emission rates, but also a sensible maximum that still makes it look good

rancid valley
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So i have my particles set up to one frame in the animationtab, but now i wanna add an Walking animation to it and add it to one of my finger gestures.

How do i solve the problem of having to wait until the animation is done ingame? (Slow hand opening/not reacting)?

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I'd like to be able to stop the animation and start it whenever i want, like 1keyframe is supposed to do

clear yew
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@rancid valley

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Animator component

rancid valley
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So with the animator component the only way i'd know on how to make my avatar move and have the particles it would be that i duplicate it and make the original one invisible and the duplicate have the animation , is that correct or is there a better way?

clear yew
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Gestures only allow 1 keyframe or you get the slow hand

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Use an animator component with the full keyframes

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And your gesture will enable the object

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That contains the multiframe animation

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Cant you put your particles inside another object and just toggle it

rancid valley
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I wanna animate myself, having my avatar's legs have a certain walk animation while the particles activate, basically my particles are 1 keyframe which is nice and works on a handgesture, its just the walking animation thats not

clear yew
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Make an idle animation that forces the particle system off

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You can make the particle toggle single keyframe

rancid valley
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The particles arent the issue tho

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The issue is my walking animation thats 7 keyframes long

clear yew
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Yea

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Walking animation replacement

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Just put the particle in as normal

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And change your idle animation

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So when you stop walking

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It automaticly turns off

rain reef
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You dont understand what he wants

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He has a walking animation and particles that he wants to trigger with a hand gesture

clear yew
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So it isnt a replacement

rain reef
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@rancid valley Make another hand gesture that deactivates the animator

rancid valley
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Together yeah, so i have controll of it

rain reef
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so you have a reset animation

rancid valley
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So i should just have another handgesture that deactivates my original model's animator?

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wouldnt that freeze it? or will it turn back on like a trigger

rain reef
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Actually hold up

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if you do the walking animation

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as an animator

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that gets activated on the particle animation

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you can do a reset animation to disable the walking animator

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you need to make a separate animator for your walking animation though

clear yew
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So yes you will need to duplicate your model and put it inside your model

rancid valley
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So where would i put the animator in? because i cant put it on the model

rain reef
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Yes you can

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you make an animator component

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look at the pinned tutorial of how to convert legacy animations to animator animations

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you will see how to add an animator

clear yew
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Its the same as when making a dance on a gesture

rain reef
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Oh yeah thats also an option

clear yew
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But instead its just a walking animation

rain reef
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you could make a duplicate of your body mesh

#

that automatically has the walking animation

#

and hide that on default

#

then unhide that in the animation and hide your main body mesh

#

So your character is never technically walking so you can stop it whenever

rancid valley
#

Thats what i did but i'd have now 3 duplicates on my model with different stuff, i was just tryna find out if there's an better optimized way

rain reef
#

i mean you can try what i said

rancid valley
#

So where would i put the animator in then? because it literally says "The component Animator cant be added because (Modelname) already contains the same component"

clear yew
#

Yea

#

You cant put multiple animators on the same object

rain reef
#

body mesh

#

actually no

#

๐Ÿค”

#

armature could work

clear yew
#

Does a multi tiered empty gameobject system work?

#

If you just stick the thing inside multiple game objects with animators

rancid valley
#

and in the animation turn off my original animator and turn on the armature animator with the particles?

clear yew
#

Hm

#

You can actually put your entire avatar inside empty game objects and put the vrc descriptor on the top parent object and everything stilll works

rancid valley
#

wait i cant activate and disable animators in animations

#

i forgot

#

so i have to do gameobjects

#

Actually that would hide my avatar so its still not working like that... ughhhh im just gonna create another duplicate. thats some polys more yikes

clear yew
#

You can

#

You can disable and enable animators

#

You use a pulsegate

#

And it will add the option to your animation window

#

@rancid valley

rancid valley
#

I have no idea how to do that, let alone what a pulsegate is

#

I appreciate the help @clear yew @rain reef i'm just gonna do it the old fashioned way and duplicate my model, its the easiest way for me and im gonna dodge a headache like that

dusky dock
#

How to make a reset animator?

clear yew
#

..

#

Your reset is at the top of the tree

#

it changes all the animators back to default

little copper
#

hey guys, im trying to make a full custom override with animations but i was having some issues, starting for the standing animation, in unity looks good, but in game doesn't look like in unity, in a bad way, can someone help me? or tell me what am doing wrong? this is how it looks in both https://gyazo.com/c63a637b9f5f01056eb8f3ea80696377

โ€‹

fierce bane
#

animating legs being used by the IK generally doesn't work. Creating leg bones to use for the leg rig usually works to get around it. Especially if you have fullly animated walk animations and everything

little copper
#

it there a way to fix it?

slim sparrow
#

Unmap a finger bone and lose crouching and gestures

#

Will fix the legs

clear yew
#

lmao

#

generic model

#

lol

#

or just duplicate the model give it an animator component put it inside your main avatar and have your idle animation do a body swap when not moving

#

i worded that wrong

#

but you should be able to make sense of that

little copper
#

i would try, thanks guys

gaunt sundial
#

is there someone here willing to screen share with me to help me with a animation? ๐Ÿ˜…

clear yew
#

essentially you can make your idle animation a dance animation if you wanted to... you would have to do an avatar swap by disabling your mesh render and enabling the animated version

#

i think that's the only way to animate the "idle override animation" in terms of IK

fierce bane
#

...or just make fake leg bones to assign in unity since you stated you have custom anims for everything...

paper glade
#

Fake bones emoji

#

Don't get me started on the stupid stuff I have to do on some Pokemon things

#

Some don't have fingers, some don't have legs, heck one is literally just a sword

clear yew
#

lol

#

XD

#

thats another way i guess lmao

#

if you are manually animating it then fake bones do work

granite notch
#

if u can help please call me been looking 4 ppl all day๐Ÿ˜ฉ ๐Ÿ™

#

PLEASE๐Ÿ˜”

fierce bane
#

They are yellow because the path is incorrect. Click, Pause, Click to edit the path.
Paths are from current location down in hierarchy. (Easier to edit in notepad then copy/paste back over)

#

So either it's on the wrong object, or you need to edit the paths to be correct (likely the first though since you want it to change the hand)

clear yew
#

Nice "sphere" with a enable/disable mesh render/mat change toggle spam. is that a prefab crash avatar?

#

@slim sparrow

#

@proud grove @gray stump

slim sparrow
#

Why are you pinging random people @clear yew

red moat
#

he just wants to know if that guy above uses a crasher avatar i think... if you can confirm that by the looks of the animation screenshot

clear yew
#

It is a crasher

#

Lol

red moat
#

eeewww

icy crow
#

how's that a crasher? ๐Ÿค”

olive yacht
#

Is there an alternative way to make a blinking animation without using shape keys?

#

I tried using bone transforms instead and it doesn't seem to work in VRChat, but works in Unity

spice urchin
#

how to make the avatar use a one-time particle

#

i trying to make it so u can throw a prop and it like stays there for a few sec

#

and u can throw multiple

pliant furnace
#

So I'm trying to make a laser beam for a weapon

#

and the best way from what I know to do so is having trails on a really fast particle

#

except

#

the trail won't start till its far away from the source at higher speeds

#

and if I reposition the emitter itself to make it look like its starting at the gun the colliders may bit something behind me

#

so I am pretty stumped

#

and having low particle speed and high simulation speed didn't help

obsidian vigil
#

try to work with particle size over lifetime

#

if you start very small

#

and immediately go massive

#

or just bigger

#

it wont start outside of your prop

#

and for trails

#

you should be able to control when itll do them

#

with either the min. vertex distance or the ratio

red moat
#

I am somehow to stupid to disable the animator of my wings with a gesture. I tried it the same way as with my blinking animation (where it works fine) and have set the classid to 8 and m_Enabled
For the path i tried the root bone from my wings. What am i missing or is the way i try it even completely wrong?

obsidian vigil
#

you can toggle an animator in an animation? owo

#

do you just want your wings to stop moving?

#

or...

red moat
#

Yeah just so that they stop moving with my gesture^^
And yeah thats what i heard, should be possible, i am just not sure if i do it right. It already works on my blinking animator, so why not on my wings? Dx

obsidian vigil
#

@red moat idk

#

but you could try disabling the bones in an animation

#

then theyll just be still

red moat
#

Sadly the gesture makes the wings do a special pose, so i cant really disable them, i just want the animator to stop while my wings are doing that pose xD

clear yew
#

@red moat disable the animator

#

Make it switch to a different animator

red moat
#

Ooohh so i can just tell the gesture animation to switch the animator to one that does nothing? Didnt think of that, i was focused on just a disable animator animation. Thanks! Gonna try that when i am at home

slim sparrow
#

I don't think that's necessarily possible

#

You can enable/disable animators in gestures though

#

If you rapidly toggle an animator on/off it'll get stuck in the first state

#

First state can be empty or have a different animation entirely

red moat
#

Yeah i tried to disable it in a gesture like i do with the blinking animator, i just cant get it to work the same on my wings animator somehow xD

fierce bane
#

I can't even get my animations to list the animator below it to disable it...not sure what I'm missing there

frosty pendant
#

I think you have to change something in the animation code outside of unity to get the animator enable/disable to show up in the animation

slim sparrow
#

Yeah, it's a hidden property

#

Just get an existing one and change the path

kindred trout
#

@fierce bane After I re-rigged the fingers and removed the idle animation override my avatar still won't blink

fierce bane
#

@slim sparrow I thought of doing that too, but I haven't found any way to add the property for any of them, so I'm not sure how to get around it >.>

#

@kindred trout you have a separate animator for the blink with a non-legacy animation and the correct paths for the properties as well?

kindred trout
#

yes

#

animator on the body, non-legacy animation, and the property in the animation has its path as skinned mesh renderer with "body" removed

fierce bane
#

are you changing blend shapes for the blink or rotating a bone, or what

slim sparrow
#

@fierce bane get one from the internet

#

Like from the old toggle props for example

#

@kindred trout and none of the gestures or emotes in your overrides touch the "Blink" shape key at all?

fierce bane
#

oh...that's one way around it I guess

kindred trout
#

one of my gesture used the blink shape key

slim sparrow
#

There's your issue then.

#

Remove it

kindred trout
#

how?

slim sparrow
#

Remove it from the animation

#

Just make sure no gesture is directly touching the blink shape key at all

kindred trout
#

how would it cause a problem

slim sparrow
#

Even if inactive

#

Write defaults

#

The gesture is inactive and its state is forcibly writing the value "0" to the shape key, ensuring that it goes back to default properly.

#

This means other animators and scripts can't touch it.

#

If you want to turn blinking off in a gesture, you will need to enable/disable the Body's animator and suspend the state. I made a prefab that does all of this for you, it should be floating out there somewhere.

slim sparrow
#

That's the one

#

Just put an animator on your body and add the provided controller and you're already done

#

If you wanna disable blinking on a gesture, you can copy the animator behavior keyframes into your current gesture animation

kindred trout
#

is that the vrc_toggleprops?

#

that adds pulsegate keys?

slim sparrow
#

Toggle props is one prefab that has pulse gates, yes.

fierce bane
#

Are you able to set parameters with animations somehow?

kindred trout
#

you are the designer of toggle props?

fierce bane
#

Since I can't access the controller via animation, I'm not sure how I'd access parameters either, that'd help in setting up a bunch of things

slim sparrow
#

@fierce bane I tried that a million times but as far as I know, you cannot access parameters in an animation. Even if float parameters appear to be accessible.

#

I think you can only access parameters that are within the animation's current animator.

#

So branching still isn't possible

#

Ooh, unless you have multiple layers

kindred trout
#

since I am having trouble using the toggle props... I just want to know whether the package in the above link is the same or a different custom package

obsidian vigil
#

the toggle props is fine

#

though i feel like people cant see my props

#

and its different

#

the one up there

#

but theres a readme

#

explaining what you need to do

slim sparrow
#

Yes, toggle props only works if the person is looking at you directly

#

The one up there, as the name implies, is for Blinking.

#

Kuro made a toggle props that works without legacy though

obsidian vigil
#

i used the one without legacy

#

but people still cant see it

#

so i reverted to using a fixed world joint

#

that worked

kindred trout
#

this is the issue I have when I use the toggle props... I add pulsegate keys to the animations that I would like to disable blinking during they run, I uncheck the first key (that is located at the start of the animation) and check the last key (that is located at the end of the animation) and when I go in to game, my avatar still blinks during the running of the facial expressions

#

the keys that I check and uncheck are the ones responsible for the animator behavior

#

and my animations are not legacy animations

torn pawn
#

check your animation path

kindred trout
#

someone told me how it works is that if it enables animator it resets it and it will start over again, disabling and enabling the animator can avoid pausing the blinking animation when it is mid-blinked

#

I should remove "body"?

torn pawn
#

no the animation that is in animator

#

tho rokk made a prefab

#

has a readme in it too, i think

kindred trout
#

my blinking animation in the animator has already removed the "body" in the path

slim sparrow
#

@kindred trout can you show me how the animator controller on the Body is set up?

#

Just screenshot the state machine

kindred trout
slim sparrow
#

That might be your issue

#

My setup has an empty state with no motion as the entry state

#

It has a transition to a Blinking state with 0.5 seconds exit time, no transition time.

#

Right now, what you're actually making the animator do is go back to the first state, which it is already in. Therefore, nothing happens

#

So you need two states

#

Toggling the animator off/on will cause the state machine to hang in the first state

#

Oh actually, the first state should have motion. It should have an animation that sets the blink shape key to 0.

#

So your eyes can't get stuck midway. This might not even be necessary but I included one in my prefab just in case.

kindred trout
#

so I should remove aoba-blinking for entry state and create a new state that has aoba-blinking?

slim sparrow
#

Just make a new state, set it as entry state

#

Have it transition to blinking with an exit time of 0.5 seconds

red moat
#

gonna mess around with disabling animators with gestures later today, but i already have a new question xD i thought of having more facial expressions like usuall by using a second face mesh which gets activated when i do a certain gesture and disables the normal mesh. so i could add gestures for both meshes.
my question is now, would it be better for the performance if i just make a duplicate of the body mesh, or if i separate the face mesh and only switch that one, but then my avatar would have 1 mesh more instead of one whole body mesh and that wouldnt be good right? Or should i simply not do any of this for fps sake?

clear yew
#

@red moat why not just make your blendshapes in blender

#

Your 2nd body mesh mouth wont move btw

#

When you talk

red moat
#

i am a mute so i dont care about talking xD but making blendshapes only would make new facial animations, but wouldnt increase how many i can control with my gestures or do i missunderstand you there? sorry if that are dumb questions, but i havent really done much with that stuff yet xD

clear yew
#

You can use state change or conditional to get more gestures

#

Put your body mesh into multiple game objects

#

And stack animators

#

@red moat

#

I have my body mesh as the 6th child of my stack

#

Youll get a prefab break message but it's fine

red moat
#

oh yeah that sounds interesting, i'll try to look into that... i have so much to learn xD i wish i would know already so much like many others here xD

restive yew
#

since the new update with ranks and stuff, my animations don't work, stuff like constant tail movement, i tried reuploading the models with the recent sdk but that didn't work

muted prairie
#

Other people told you it didn't work or only you in a mirror ?

restive yew
#

both

#

@muted prairie

torn pawn
#

@restive yew need to use animators now, check pinned msg

restive yew
#

shall check it out, thank you iris @torn pawn

paper glade
#

Use animators people

pliant furnace
#

Wait, can you not use an animation controller anymore?

#

Also

#

Is there any way to make a fast moving particle system with trails that doesn't look like its coming out 20 feet in front of the actual thing

olive yacht
#

For blinking animations and gestures, is it possible to make them without using shape keys? I tried using bone translations and it works in Unity, but not in VRChat

slim sparrow
#

@olive yacht yes it's possible

#

But can't you just pose the eyelids and do pose to shape key?

olive yacht
#

I don't use Blender, which is why I was asking

slim sparrow
#

If it works in Unity but not in VRChat

#

There is probably one singular cause

#

You are trying to move the bones inside a gesture or emote

#

To, for example, force the blink off or close your eyes some other way

#

If any of your gestures or emotes touch any bones or shape keys, you won't be able to use those particular bones or shape keys anywhere else.

olive yacht
#

I'm not sure about that, I made an animation in 3DS Max for it and then applied that animation in unity as I would have for using shape keys

#

As far as gestures go, I haven't tried those yet. I wanted to be sure it was possible before I went further than blinking

#

So then it's possible to convert the animation to a blendshape in unity?

clear yew
#

....

#

Just use blender

#

And your blendshapes will be there in unity

#

Automatically

#

Use pose to shape key in 3ds max then

#

Or w.e they call it in there

#

@olive yacht

#

Use maya or blender

#

3ds max is bad

#

Not vrc or unity compatible

#

Go get the 3dsmax skin for blender and use that then

#

Then its like 3dsmax but blender

olive yacht
#

It really doesn't help to tell me to just discard my knowledge for a completely different program if there's a possibility of finding a solution. If there is an alternative, I would like to at least try it.

clear yew
#

No1 here uses 3dsmax

#

Maya and blender only

#

They are all similar all you gotta do is memorize the keyboard functions

#

And layouts

#

Probably only take you a few hours to figure out blender if you already work in the industry

slim sparrow
#

@olive yacht not in Unity directly

#

An animation should just work if it's not legacy

#

It's not an Animation component right? You're using an Animator component on the Body mesh?

#

And not on the main model right?

olive yacht
#

I think that may be where I messed up. I was using an animation component on the main model

#

I was following a tutorial that I found on youtube, is there a more up to date guide on that sort of thing?

slim sparrow
#

The unity animation guide

#

Animation components are outdated and are also no longer allowed ingame

olive yacht
#

Ahh, okay. Thank you

fierce bane
#

Rokk have you found a way to replace the old legacy reset for static world object?
I was originally thinking I'd just disable the animator...but with it unaccessible I'd have to find an animation with one that disables it, or find a way to tweak the editor to let me access it

clear yew
#

he made a prefab for the world object

fierce bane
#

is that new after the legacy removal?

clear yew
#

yes

fierce bane
#

oh alright, thanks

slim sparrow
#

Yep, I got solutions for blinking and world objects pretty quickly

#

My solution is probably slightly more "verbose" in terms of animations and states but it works fine.

clear yew
fierce bane
#

You could always animate it yourself. A leg swing is just a rotation of one bone per leg (or two if you want the feet to move too).
Can't offer a premade one though, sorry.

clear yew
paper glade
#

Assuming you know how to convert VMD anims lol

#

The way I do it is kinda complicated

#

But it works

normal skiff
#

something like that really should be one script by now ๐Ÿ˜ฆ

atomic oracle
#

If they removed legacy animations, then how my avatar is supposed to blink?

#

I have a blink animation that makes my avatar blink every 5 seconds, but that is not possible any more since they removed Legacy

obsidian vigil
#

@atomic oracle @slim sparrow made a prefab fof blinking without legacy

clear yew
#

or just check the pins to change your legacy animation to an animator

vagrant roost
#

Does anybody know where i can download the Howard Alien meme dance?

onyx agate
#

Hey peeps, can someone help me on how to get this particle system i have attached to my avatars hand to only show when using a gesture

Maybe a step by step explanation (in text is best as i cannot keep up with video tutorials

slim sparrow
#

Particle system's game object is disabled by default

#

You enable it in an animation using any gesture override tutorial

onyx agate
#

Hehe.. Guess a no go if i need to duplicate the avatar for this (already at 63K poly)

slim sparrow
#

@onyx agate that's not the point of duplicating the avatar

#

You don't upload the duplicate, you only use it to create the animation on

#

Because creating an animation alters the pose

onyx agate
#

ok..then i get the tutorials confused (what i need is the Game Object that is set to off to go to On on fingerpoint or rocknroll gesture), is there no add line here option instead of 30 steps?

slim sparrow
#

There's add property

#

Just add property, navigate to the particle system

#

Then add the is enabled property

onyx agate
#

Think i got it

onyx agate
#

Nope.., definitely doing something wrong: i have the second avatar.. Created the animation with frame 0:00 being no object and 0:01 with the object.. Choose the animation to the CustomOverrideEmpty (Controller of the main avatar) (handgun gesture)

icy crow
#

Both 0:00 and 0:01 should be the object enabled

onyx agate
#

So it is correct the duplicate shows up in the build menu?

clear yew
#

you deactivate the duplicate when finished making animations

#

you can even delete it

onyx agate
#

alright got it working..now just have to figure out how to keep it sticked to the hand as it is now floating about random and moves with my arm movements from a distance

dusky venture
#

Hey so weird question- is there a way to like.. weigh down an item? not gravity wise but- basically i have a sphere that has a fixed joint with some mass so in unity i move my avatar and the sphere slowly makes it's way back over to me, but that doesnt work in vrchat since it's basically glued to my side, so i was wondering if there's a way to make the item either react on a delay so it has to catch up with me or have that following kind of deal work

slim sparrow
#

@dusky venture probably dynamic bone

#

Or a joint system

dusky venture
#

Well i have a joint i just dont know how to make that work with it, i'd do dynamic bone but the actual item that'd be following me has an armature so it'd basically look like i'm dragging a bunch of jello behind me i believe

slim sparrow
#

Not if you make exclusions so only the root object is affected @dusky venture

dusky venture
#

hmm- i'll have to mess with it but so far all ive managed to do is make the object into a punching balloon instead of it slowly following after me

slim sparrow
#

Increase damping to like 0.6, decrease elasticity @dusky venture

#

More damping is less jiggling back and forth, lower elasticity means it'll follow slower

dusky venture
#

i think the issue is the dynamic bone is attaching itself to the ground so instead of following me it's sorta being flung to the ground

frosty pendant
#

Maybe use upwards force then?

dusky venture
#

so the most i've managed to do is get the sphere to attach to the main model, but after that it's attached at a fixed length so it cant really like- follow slowly behind me? it's more like it's just rotating around my avatar instead hmm, adding additional empty objects to try to make a line of dynamic bones to maybe make a chain isnt working out either

broken yew
#

Im new to animation is there a tutorial on youtube or that i can read?

blazing bluff
#

Hey can someone offer some words of wisdom? I made a flamethrower esc particle effect, but everytime I use it, it rotates in a random direction and im not sure why.

torn pawn
#

@blazing bluff remove checkmark from "shape"

blazing bluff
#

@torn pawn Awesome thanks for the help

fallow pier
#

Anyone know how to fix this

#

Im guessing this is a thing I have to fix in blender?

fierce bane
#

I'd check the weight painting in blender, yes

fallow pier
#

I have no idea how to fix this tbh, if anyone can help please @ me

rugged lotus
#

who is meeps

modern mortar
#

anyone know why i cant see or select my own emotes dont show up in vrchat? i can only see the default emotes.

hollow perch
#

Just a few things to check:

you put your emotes in the animation override controller and you put them on the standing anim override of the VRC avatar descriptor of your main avatar object? (It's easy to put them on your duplicate by mistake, since we often have to create a duplicate to build the animations)

did you make sure to remove any animation controller you put on for testing purposes? The Animator component of your main avatar object should say None (Runtime Animation Controller)

modern mortar
#

turns out i had forgotten to apply the custom override to the standing animations. a simple step yet i forgot about it. thanks for the help

slim sparrow
#

World mesh particles don't rotate correctly @open hazel

#

Need a shader which aligns the particle to its velocity, try Bender's arrowtravel

royal summit
#

Yeah u need to do something in the particle system to get the shader to behave right. Thereโ€™s a few options u need enabled but Iโ€™m trying to remember which ones

slim sparrow
#

You need custom vertex streams in the renderer module

#

Pass center and velocity along as well

#

Remove tangent

#

And I dunno if color is necessary

#

It should be defaults + center and velocity

royal summit
#

Should be working in unity. Not sure if it varies as there seems to be few versions out there. Centre point of the mesh is important as well

forest flicker
#

hey, is it possible to make your avatar fly?

#

I saw people flying around on maps

slim sparrow
#

Yes, put a box collider under yourself

#

Preferably on a gesture override

#

So you can enable/disable it

forest flicker
#

hm

#

and what about settings?

#

position and stuff

paper glade
#

@forest flicker Who was it that you saw that was flying around maps? Was it by any chance me?

forest flicker
#

dunno, didnt saw the name, only someone flying around in the distance

#

so now I am trying to figure out how to make my own avatar fly :p

forest flicker
#

so...if anyone got any tips how to make one, I am all ears

hoary coral
#

Is there a way to Spawn a world particle in such a way that it inherits the starting rotation of it's transform?

hoary coral
#

looks like that feature might have been 'fixed' in a later unity version, dang

slim sparrow
#

Shaders

#

Bender's arrowtravel shader

#

@hoary coral

hoary coral
#

alrighty. I'll see if I can find that

bold tide
#

is there a way to toggle a material independently on a unity animation. whenever i try to change opacity of a material, it changes every material on the mesh

slim sparrow
#

Are the materials the same?

#

Or are they all completely different materials?

bold tide
#

they are all different materials

#

when dragging one off or on within animation, it decides to change the transparency on all of them on the mesh as a group

clear yew
#

can someone send me a guide/ video on how to give my avatar a knife prop? i know it has something to do with animations

hoary coral
#

not having much luck locating that shader so far

chrome python
#

Anyone got a good tutorial or explanation on any replacement ways for the legacy animation to making a tail move as well as your avatar to blink

hollow forge
#

Do you know how to make the fingers make sounds/ effects?

gaunt sundial
#

i am having alot of problems with just making a simple texture animation

#

does anyone know how to fix this bc i cant make the animation if this keeps happening?

frosty pendant
#

you moved the keyframes in the end right?

slim sparrow
#

Yeah, it seems you only assign one keyframe

#

Start by removing the last keyframes so you only have 1

#

Then do whatever it is you need to do

#

Then make a new frame

frosty pendant
#

And in the animation you only see the keyframe where the red line is. And since you moved it away it disappears

gaunt sundial
#

no thats not the problem

#

its just that the textures start acting up when i ga back to the animation tap

fierce bane
#

From the recording you posted it IS the problem.
You moved all your keyframes to the 0:01 frame instead of copying them to that frame.

#

Click the top keyframe to select them all, press Control+C to copy, then Control+V to paste (it will paste where the red vertical line is. That line represents the current frame you're working on)

gaunt sundial
#

@fierce bane ๐Ÿ‘†๐Ÿผ

fierce bane
#

you stopped recording, it is no longer attempting to "play" the animation to show you the preview of the current frame. Of course it's going to revert the displayed avatar back to what it was before.

#

I don't understand what your issue is...what you're showing is working normally right now

#

what is it you WANT to happen?

gaunt sundial
#

thats not the problem its that the texures keep chancing by them selves as soon as i go to the animation tab to chanch the time

fierce bane
#

When you change the time in the animation tab you move OFF the currently selected frame where you have those textures enabled. So they go back to their defaults because nothing is set on the next frame for them to be any different than your default.

gaunt sundial
#

๐Ÿ˜…

fierce bane
#

Can you explain what you're TRYING to do? Everything you're saying right now is only getting the response of "yes this is how it works" because it's working correctly

gaunt sundial
#

still not the problem

#

wanna share screen mc my english typing is super bad

fierce bane
#

Valid reason after several attempts to expain. Sure show me what you need to.

#

Alright, so the Issue @gaunt sundial is having is that after assigning the materials to the model properly and then stopping the animation recording (or just clicking off) random materials swap into another (the arms in the last GIF for example swap to a skirt or dress texture instead).

#

re-playing the animation also has the same materials swapped. (mostly just face/body swapping)

craggy sage
#

gestures dont use legacy animations do they?

hot orbit
#

Question, i uploaded a model with an mmd dance, it seemed to work in unity but ingame the model just t-poses, any idea why?

torn pawn
#

@hot orbit if you're activating model through gesture, then be sure that you are using a different FBX and not the same of your main

fierce bane
#

@craggy sage Nothing uses legacy animations any more, they just don't work.
If you didn't specifically set something as legacy, it's not legacy.
Gestures normally use standard animations, so no (again, unless you specifically set it to legacy)

hoary coral
#

hmmm, that velocity based direction shader seems to stretch out my mesh particles into something unrecognizable

slim sparrow
#

Add custom vertex streams

#

Velocity and center

#

Or other way around, I dunon

hoary coral
#

ah. thx

#

now I just have to actually get them to align

chilly topaz
#

how do people add custom chair animations provided by the world? (ie. sleeping pillows in Stormy Cave)

forest dove
#

How would I go about making an accordion as an item for my avatar
I've tried merging weights and parenting the end bone to the other arm but it just wigs out
I want to try and make a Kass that can play his accordion
Are fixed joints what im after or

muted prairie
#

You could probably animate the accordion and use gesture overrides, that way you can add sounds on each gesture corresponding to the note

clear yew
#

I would want to add a blinking animation to my avatars. How to do it without the blinking animation conflicting with gestures?

forest dove
#

It's less me wanting to play individual notes @muted prairie I would just have a different song per activated gesture, it's more I just want to be able to expand and contract the accordion with VR to give a wee show

#

@clear yew if you're using blend shapes to do blinking there's no way really, but since shapes are additive to each other there shouldn't be many issues and if there was it would be for the half second the avatar is blinking

kindred trout
#

Is there a way to avoid my avatar's legs going through its dress when it walks or crouches?

stray sinew
torn pawn
#

cloth physics or that video

kindred trout
#

My dress has bones and I used dynmaic bones but my legs still go through the dress when it walks or crouches..

clear yew
#

but they told you how to fix that tho

#

either use cloth component in unity

#

or weight paint the skirt to the legs

kindred trout
#

It is a long dress

ocean knot
#

dynamic bones wont stop your legs going thru alone. for a long dress there would be a few fixes. you can either weight paint the dress to the legs in blender, which will make the dress move whenever your legs move. or you can make the whole thing cloth, which may or may not be a very good idea. or you can try and just add some dynamic bone colliders - i dont think this will work as your legs will move too fast and clip through still

#

it's difficult to make running around in a long dress look very good

kindred trout
#

YES I don't think a collider will work

#

Did it on another avatar before

fallow spire
#

has someone walking animations for an 4 leg avatar?

kindred trout
#

What should I do after I add the cloth component in unity?

clear yew
ocean knot
#

is it possible to have two toggle-able state machines on one gameobj?

#

iirc the behaviour property just affects the first component right? so i cant use multiple ones?

normal skiff
#

ooo, Muscle Animation Editor 2.0

toxic solar
#

Hope I'm asking in the right place BUT: Particles.

I got a simple particle emitter in place that lets me drop candy (Happy Halloween, everyone), hits the ground and everything. Works perfectly as intended... In the mirror. And ONLY in the mirror. In the actual world space, it's emitting as if my character was in a T-pose. So, it's doing exactly what I made it for... but only in the mirror. Can anyone lend me some insight as to what I did wrong? Dx

clear yew
#

Me need help with animator
I made 2 hand gestures. The first one will simply spawn a box and the 2nd gesture will activate an animator on that box that will play an animation.
Problem is that the animator never reset, if i stop all gesture and do them again, the box animation will not start from the beginning but from where i stopped it.
How do you make sure that it fully reset ?

ocean knot
#

hmm typically if i want to have an object spawn static and then move with another gesture, i use two of them instead of just animating the one

clear yew
#

i don't want it to move

#

it spawn in my hand

#

and it has an animator disabled by default on it

#

and i use another hand gesture to turn it on

ocean knot
#

but it stays in your hand right?

clear yew
#

yes

#

the animation plays fine

#

it just doesnt reset when i stop the gesture

ocean knot
#

yea, by move i just meant whatever you are animating on it

#

i think you are activating/deactivating the component, which indeed does just "pause" it

#

im not sure if thats something specific causing that purely because i just use two objects when i want something like that

clear yew
#

pretty sure i set something wrong in the animator itself but no clue what do exactly use to make it reset

ocean knot
#

i am actually incredibly interested in how you achieved it

#

because i need to be able to pause state machine and have it resume for something im working on, but nobody knows how to do that

#

seemingly

clear yew
#

nothing special

#

Entry > "Clear" state > Animation

#

i unchecked loop on the animation file

ocean knot
#

So it's not going from entry when you re use gesture?

clear yew
#

nope

#

it just start directly from where i stopped it

ocean knot
#

that's weird and interesting

#

i guess you just set it up the same way you would for a longer chain of animations with a state machine?

clear yew
#

basically yeah

#

that one video about state machine will basically be : entry > Clear state > object 1 >> Object 2 >> object 3 >> object 1 and loop form there

ocean knot
#

damnit. well that's hella frustrating, because im about to dive into all this stuff and i'd prefer it the way you have it now, but i have no bloody idea how to achieve that lol.

clear yew
#

mine just clear state and goes to object 1

ocean knot
#

yeah the infinite gesture one from zeshin?

clear yew
#

yes

ocean knot
#

now im actually hoping that if i follow that, mine "breaks" the same way yours is..but mm i dont know what is up there :/

clear yew
#

i dont know either, dunno what i did wrong

ocean knot
#

did you uncheck write defaults on the state box and all that jazz?

clear yew
#

yes

fierce bane
#

@toxic solar can you screenshot your "render" section of the particle effect?
Also what exactly is it doing differently in the mirror compared to on your person.
You said "emitting as if in T-Pose" and the only thing I can think of is it's acting as if the hand (assuming that's where it's coming from) is out to the side in a T-Pose instead of following it, Is that the case?

sacred spear
#

can someone explain too me how the current way of animations work since legacy animations arnt supported anymore?

toxic solar
#

@fierce bane Sorry for missing the mention! The IK component was indeed the fix, and for the record yes you described it perfectly! Issue resolved though! Now just a curiosity...

#

Has anyone made a controllable world particle before? Like you can direct it with the movement of your hand as it moves in a world space? I understand the key seems to be the velocity over time measure, but if anyone has prior experience maybe they could simplify it for me?

#

@sacred spear Pretty much exactly as you say! No need to mark things as legacy anymore for them to work. I haven't noticed any huge adverse affects so far, spare some jitteryness in my older idle animations.

fierce bane
#

@toxic solar Yes, I made a kamehameha for a friend that flies forward, but rotating your hand will cause it to turn in the same direction. You can also use two controls to have it move in the set direction, hit the other gesture to stop the movement while held or reverse it, etc

toxic solar
#

That's sounds so cool!

fierce bane
#

Use a world particle, then use "inherit velocity" set to current (I suggest less than 1.0 as it can be wobbly if at full inheritence)

toxic solar
#

Ah, so not velocity over lifetime? Or both?

fierce bane
#

velocity over lifetime will have it fly in whatever direction you set. That's what I used to make it fly forward at all times (setting it to 0 with another gesture or negative will have it stop/reverse respectively)

toxic solar
#

Ah okay I get it! Thank you so much you the best โค

#

So for that inherit velocity, jsut so I don't screw it up: Great than 0, less than 1?

#

greater than*

fierce bane
#

at 1.0 it will follow your hand movement exactly

toxic solar
#

Understood! Thank you so much!

fierce bane
#

at 0.0 it will not do anything, as if you had not enabled it at all

#

for example the kamehameha I mentioned is using a 0.8 for inherit I think

#

so Local inherit velocity and local Velocity over lifetime causes it to always move forward, but rotate with whatever it's attached to

sacred spear
#

@toxic solar is it normal for the animation not animating when putting it in the animator ? Since normally with legacy they do animate in unity

#

When pressing the play button

fierce bane
#

@sacred spear check the top pinned message here for how to port legacy animations

sacred spear
#

do i have to do this with eveyr newly created animation?

fierce bane
#

@sacred spear You have to follow the same setup for anything that needed legacy, yes.
Things like an enable/disable gesture usually don't need it.

sacred spear
#

i dont seem to be able to get the animation going

#

its wing flapping animation for a puppet avatar that i created on a duplicate and the animation shows up as normal on the duplicate but does not want too work on the regular one and its not a legacy animation and i made a animator controller for it just dont know where in the hierarchy i have to add the component for the animation to work

fierce bane
#

The only thing you should be doing with a duplicate is making actual animations.
Adding an animator or any components etc all need to be on your main one so they can be located and activated.
So if it works on the duplicate but not on the main one, there is a difference between the two.

torn pawn
#

@sacred spear u dont need to make duplicate of the main if making an idle, you put an animator on the bone and then create animation

sacred spear
#

oh ok thx ๐Ÿ˜„

clear yew
#

does it have to do something with animation overides?

#

im a noob btw

#

well kinda

#

it's a modified sdk most likely

#

but i saw something that said you can do it with animation overrides

#

so there is no legit way to do it

#

rip me

frosty pendant
#

Afaik there is no legal way to get beyond the limits given by the sdk

onyx agate
#

Small question ... Is there a way to not have the Idle animation start each stand still (have a timer on it for instance?)

fierce bane
#

You can just have a longer Idle. Have it do what you want then fade into the "idle" for a long period of time (basically just creating a fake loop)
I'm not sure if there's another way to do it without custom controllers, but that should technically work

quartz adder
#

So when you do whatever you set to fist, when it's a blendshape it has varying degrees of on/off instead of 0 to 100. Does this only apply to blendshapes?

little copper
clear yew
#

I think that should do it

little copper
#

pd: i made the animation using Muscle Editor for the animations but i don't think thats the problem

clear yew
#

root motion is the relative world space tranform you need to move avatars around

#

what kind of object is the mmd?

#

you need root motion to lift it ๐Ÿ˜

#

the rest is just relative bone rotations

little copper
#

humanoid, i tried making it generic but (yeah on generic it moves but the animations with the body doesn't work)

#

humanoid, i tried making it generic but (yeah on generic it moves but the animations with the body doesn't work)

clear yew
#

why does it break when you generate the vurves?

#

curves

#

no humanoid is good

#

@little copper what does the animator look like on the model?

little copper
clear yew
#

okay looks normal ... hmmm ๐Ÿค”

#

I mean the animator component..

little copper
clear yew
#

did you animate the xz root motion by accident maybe?

#

i'm probably wrong here, but you need to use root.Q to move it up and down ?

little copper
#

uhm but she moves right on the animation tab, does it matter?

clear yew
#

shouldn't that be (0.0, .0.5, 0.0) or something to just lift her up a little?

#

I could be very wrong

little copper
#

okay if i change the values, the model moves all the way

clear yew
#

hmm, I dont know enough about unity animations to give better advice :/

#

So I'm a bit new to this animation stuff, but I have made a idle pose and whenever I'm in game I'm half way in the ground even after I changed the position., how would I go about fixing this?

#

Where do I find this tab? I have never seen it before.

#

click the anim file

shell vale
#

If im trying to get claw effect/Trail Renderer.. From a Blendshape, would I attach the Empty Game object with the trail, To my body, or the specific Finger Bone and adjust the game object accordingly. (My claws get longer with a blendshape, so I would need to make the game object go farther than the finger bone.)

clear yew
#

When I click it only shows, loop pose cycle offset and loop time.

#

Do I need to add somthing?

#

@shell vale attach vrc_ikfollower as a child of the finger, attach trail renderer to ik follower

#

or it won't follow the hand properly

#

@clear yew I honestly don't know, haru also made an animation and couldn't see those, you need them to move the avatar around and keep it on the floor

#

Huh.

#

Thx.

shell vale
#

So Its not a Empty game object I need,

#

but a VRC IK follower?

clear yew
#

particles and trails don't follow the bone rotations of IK properly in vrchat

#

they just hang where your hand would be in idle ... the vrc_ikfollower solves that bug by rotating all it's children with the proper bone rotations

#

you can still use empty gameobjects containing the trail, just make sure whatever you want to move along with the hand is a child of ikfollower

shell vale
#

Aye aye

granite notch
#

looking 4 emotes 4 my charecters any1 know something nice i could add?
Bdw i know how to make these in blender now so if anybody are intreasted just send me the font and text u want me to add- also its free but shaders and prefabs is always nice to have tho ๐Ÿ˜

shell vale
#

So... I can -add- The VRC_IKFollower, as a Component..

#

but how would I make a game object its child if its not in my hierarchy?

lone bronze
#

Hey all ! I'm having trouble with an audio source, set to be triggered by an animation. It works in play mode but nothing in game. Any ideas ?

lone bronze
#

No ideas ? Am I the only one having trouble here ?

lusty phoenix
#

Errr, I haven't tried to use audio myself yet - plan to learn soon - but since you're still hanging, I feel the need to ask the age old tech support question... Is it plugged in? (In other words, do you have avatar sound on ingame?)

clear yew
#

also, are you using the latest sdk ?

lone bronze
#

Oh maybe not

#

Alright gotta check if that's the problem

shell vale
#

Any ways to add multiple things to an animation,

#

or gotta painstakingly add every game object to the animation?

hoary coral
#

so with an animation component I could trigger an animation by turning the component on/off (leaving the children active). Is there a way to do that with animators?

hollow perch
#

Yes it's called a behavior toggle. It will freeze the animator in place

#

Unity doesn't let you make it in the user interface but there are editor scripts that create the behavior toggle (for example "add pulsegate keys")

clear yew
#

you can just download* a random toggle package and just copy the behavior property from one of the animation files

#

and just change the path with F2

hollow perch
#

Now if you want to restart the animator rather than just freeze it, I heard you need to turn the whole object off and on causing a flicker but you only need to for one frame I thiknk

clear yew
#

posting this here again since i didnt get any solutions yet :
I made 2 hand gestures. The first one will simply spawn a box and the 2nd gesture will activate an animator on that box that will play an animation.
Problem is that the animator never reset, if i stop all gesture and do them again, the box animation will not start from the beginning but from where i stopped it.
How do you make sure that it fully reset ?

hoary coral
#

apparently turn the entire object off/on

clear yew
#

doesnt work

hoary coral
#

which doesn't really work for what I want to do. as that would kill my particles

#

that would be surprising to me if it doesn't work

#

as long as you are not freezing it with the behavior property

clear yew
#

the animator component is not active by default

#

i use a hand gesture to activate it

#

and it never reset

hoary coral
#

not the component, the entire game object

clear yew
#

still doesnt reset

#

i wanna choose when i activate the animator too

#

Make another game object parent with an animator to reset to defaults.
That's the main difference between animator vs animation components for most people.
Animators don't reset state on enable/disable. While animations do.

#

reset what to default exactly ? all the properties used in the animator for the animation ?

hardy gorge
#

can anyone fix a fbx I have that is stuck in the recording position I'm not good at blender and I hate going on it so if possible could anyone fix it for me if I send u the file?

lofty crypt
languid gull
#

Does an avatar have to be set on humanoid for emotes to work?

muted prairie
#

yes

languid gull
#

Full bones too? It's really just a sign with a custom emote.

#

Starting to worry that the animation itself isn't compatible

hoary coral
#

so. I have an animator on a game object. it has 1 state with an animation on it set to loop. the animation is not legacy. In unity when I hit 'play' the animation runs and loops. But in VrChat it does not...

#

anyone know what might be causing that?

torn pawn
#

@hoary coral is your animator enabled?

hoary coral
#

yep

#

is it a problem if the animator has an avatar applied to it?

#

generic rig

languid gull
#

I'm kinda worried that just animating position/rotation of objects isn't right.

hoary coral
#

is it a problem that I put a tiny 'avatar' on top of my head, set it to generic rig, and made an animation on it? is that why it doesn't play in vrc but is fine in unity?

#

or... wrap mode loop

pliant plank
#

@hoary coral legacy animations are now null and void, if you didn't necessarily use one for it, i'm unsure of what the issue may be

neon aurora
#

anyone know how to add background dancers to an emote?

pliant plank
#

Enabling models with a blend tree animation setup much like standard dancing mmd's have one

languid gull
#

Regular animation can't enable models?

#

In emotes, I mean. I've done it before with gestures

hoary coral
#

I needed to go into debug and change the wrap mode to loop

clear yew
#

possible to change a shader during an animation?

#

example eyes are blue

#

but can i change my shader to make it red for an animation only

pliant plank
#

You can change the material to another (that includes a shader within the material of course) but i don't think there's a way to change shader settings within the same material

clear yew
#

hmm allright

quasi hinge
#

You can also change the material settings

clear yew
#

how can i make a continuous animation i have a blend shape that moves my hair when i change the value

#

so i want the animation to continuously go up and down when the blend shape value is edited

slim sparrow
#

Put an animator on the body

#

@clear yew

#

Then just create an animation on the body that does whatever you want with the blend shapes

#

Ooh, you can even combine this with custom blinking by putting it on a new layer in the Animator (if you need custom blink)

clear yew
#

got it

#

thanks

#

@slim sparrow last question for the day how can i make the animation automatically replay in vrchat instead of stopping

slim sparrow
#

Tick "loop time" on the animation file in assets

clear yew
#

@slim sparrow Beautiful your the best!!!

fiery star
#

my avatar sounds have been uploading really quiet even though my sound fx is at 100%, when i change to linear rolloff in unity it keeps going back to the custom rolloff, help?

fierce bane
#

custom rolloff is FORCED by VRCSDK

#

I've never been able to change it, it always reverts back...that is their "audio sources will be set to safe levels" which doesn't work as "safe levels" at all

#

and honestly I believe it should be removed now that they have the safety system...especially because it doesn't properly protect anyway

olive yacht
#

A quick question, is it possible to move shape keys from one model to another in Unity if it's the same model?

fierce bane
#

I'm fairly certain not in Unity, no. They're bound to the fbx file instead of separate

olive yacht
#

Well that's unfortunate. For some reason when I export my model to Blender to try and make shape keys, it breaks the UV map so I hoped that would work

#

Thank you though

fierce bane
#

what exactly do you mean by breaking the UV map, what do you see when you try to do it?

olive yacht
#

My model has two textures with different mappings, and for some reason when I import it to blender from my main program it mixes up the two. This carries over to unity from blender

#

If I import it directly to unity without blender it is fine

quasi hinge
#

Are you using Cats?

chilly topaz
#

how do you apply a model's position transforms in unity for imported animations?? some parts of the body is supposed to stretch a bit but it's not stretching. (all bone rotations work fine atm.)

torn pawn
#

@chilly topaz trying to convert vmd?

chilly topaz
#

fbx

#

i can export it with other file types if i absolutely need to, though i'm still puzzled about this issue

torn pawn
#

what is the issue? need more info on what you're trying to do

nocturne radish
#

Hey there! I had a blinking animation on my avatar, but as it used an animation component with a legacy animation it doesn't work anymore. Can I just add an animator to the body with the blinking animation and it will work or is it more complicated than that?

clear yew
#

yes, you can just add an animator component on the mesh with the blinking (usually called "Body")
you just need to make the animation file non-legacy

#

there is a video pinned in this channel that explain that

nocturne lodge
#

how do i prevent a world particle setup via fixed joints from drifting every time i activate it

#

like every time i start the gesture its in a slightly different spot sometimes away from the object or armature

slim sparrow
#

@nocturne lodge the fixed joint object should always be active