#animation

1 messages · Page 92 of 1

slim sparrow
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Never disabled

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Put your particle system object under the fixed joint object instead, then toggle that object

nocturne lodge
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kk thanks will give that a shot

nocturne lodge
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curious question if what im bringing up has 2 things like a particle and a sound would i have to enable both of them

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just asking for 2 things in general i know i can just put the sound to the armature and activate it there

prisma trout
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hey, anyone knows how to make an object appear by animation that stays in place?

clear yew
prisma trout
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ok so just put my thing in (replace)the cube and put the entire thing somewhere in my avatr but not on any bone?

clear yew
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dunno

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instructions are inside

prisma trout
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thats what it says

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thanks a lot anyway vrclove

clear yew
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@fierce bane use animator component to force audio settings

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Make sure to duplicate the audio source and animators as well

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Just to make sure it works

onyx agate
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How difficult would it be to get a flying controllable avatar (with a walk/fly emote toggle)

prisma trout
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ok for some reason

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instead of staying in one place

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my thing flies all over th place

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so the exact opposite of what i should do

lone bronze
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Hi people ! I have a model in unity with a chain. It is composed of a hook with multiple segments at the end. I need to have the hook in the hand by default, and then by some process have the chain lengthen.
How can I achieve that ?

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To get better understanding of my question, the character I wanna implement is Scarecrow from Injustice 2. He holds the hook in his hand, and whenever he throws it it just lengthens. Here's the character in action : https://www.youtube.com/watch?v=-h9ZbQZ9NJo&t=0m29s

My first combo video for highly the anticipated Injustice 2! Scarecrow is a brilliant psychologist turned super-villain who fights Batman in Gotham City, spe...

▶ Play video
violet moss
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How can I set up a closed eyes gesture without the default blink causing me to blink twice as hard?

lone bronze
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@violet moss I personnally map it to the first gesture, and if you use the blendshape you shouldn't have any problems

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Cause the maximum is 100 anyways

violet moss
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Oh I made it separate because I thought the default blink would open my eyes back up

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Thanks

lone bronze
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Besides I'm not sure if the blink animation can override the gesture

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So you might be out of trouble anyways

violet moss
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Actually I’m always seeing default blink blinking over my gestures 🤔

lone bronze
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Keep us posted

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Do you have any idea about what I'm trying to do ? I put a message above yours

violet moss
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I imagine it just it stretches but uses a shader that repeats the texture instead of stretching it...

lone bronze
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No no no

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I have the actual model from the game

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and the chain is really long

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This is the model in unity right now

violet moss
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Then I guess the extra is hidden with a stencil? Hard to say

slim sparrow
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@violet moss you can't disable the default blink

violet moss
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A lot of games just use camera fakery and it looks terrible off camera

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You could always shrink the unused parts of the chain down to zero

lone bronze
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Yeah but my goal is to have that mapped with gestures

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The goal would be to be able to

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  1. Hold the hook in the hand, like a little scythe
violet moss
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Right I’m sure it’s all an animation

lone bronze
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  1. Let it hang with only two chain links
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  1. Let it loose so if put inertia it goes far, and if I stop the gesture it comes back
violet moss
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There are many ways to accomplish it but if you are asking which way the game did, no clue.

lone bronze
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I'm trying to do that in unity

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I don't care how they did in the game x)

violet moss
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In my opinion the easiest thing to do if you are making the animation yourself, is to have the hidden bones just compressed to zero length as they get thrown out of your hand they are full scale

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I’m thinking more overwatch’s roadhog though

lone bronze
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Thing is if I scale to 0 the bones

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All the children get affected

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Oh but maybe with the position

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I should put each one of them in the same position

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Giving the illusion that there's not a lot of chain links

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That could work

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Also do you know how to prevent the said hook going through walls/floor ?

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People ? =3

violet moss
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Should be able to scale one bone without scaling its children if you cannot it’s the fault of the animation tool for not having the option

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Unity sort of has this whole inheriting heiarchy going on in every facet of its design

lone bronze
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Dw I think I found something

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I select all the the chain links

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And I set them to have the same position

proven oasis
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Does anybody know if a punch-rush animation exists anywhere

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Something that might look like that

jade kraken
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ugh, i forgot >< how do u set an animation to start on / be always on?

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i remember it had somethin to do with like debug or whatever

normal skiff
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you make it the initial state in the Animator I guess

jade kraken
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no thats for like overrides or such. there was a way to...ill screenshot, but somehow i managed to change this animation clip to a diff style

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i forgot how i got it to do that, but

fierce bane
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@jade kraken click the 3 horizontal lines in the top right, select debug and change it from wrap to loop to set that directly

jade kraken
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oooooh

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also is there a way to make the animation not like..."curve"? like if im goin for a 360 degree rotation of somethin

fierce bane
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Just remember legacy animations don't work any more, have to use animators as listed in pinned messages

jade kraken
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when it first starts up and when its about to end

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it goes abit slower

fierce bane
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yes, open your animation and check "curves" at the bottom

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you can also just select all properties of the animation and right click and...set to linear I believe?

clear yew
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having issues with making an animation...how do i get it out of this pose? every time i try to rotate the limbs around they go right back... https://imgur.com/a/x4MO8TI
I tried adding the property Animator Root T but all that did was help me fix it falling through the floor.

jade kraken
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?

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nvm

clear yew
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anybody got any ideas?

lavish scaffold
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Try setting the animator controller to none

clear yew
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@lavish scaffold that disables me from animating it...

clear yew
clear yew
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are there any sleeping animations ready made that I can just attach to a chair to finish the bed in my world?
thanks

sweet zealot
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quick question - if i want my avatar on gesture to grow an extra foot in height, what do i scale?

icy crow
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Just the root avatar scale, but I don't think you can change the height of the viewpoint in an animation

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So you will probably be crouching down

sweet zealot
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i tried root, armature, even hips/pelvis - nothing would make me taller on gesture

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its not that much taller, its just about a foot

icy crow
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It'll look broken for you in the mirror

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But should look normal for everyone else

sweet zealot
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even on camera nothing changed

slim sparrow
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@sweet zealot try asking other players

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I think cameras suffer from the same issue

tidal coral
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I have a problem porting legacy animations. I can't click the properties in the animation editor to change their "path", like the video tells you to do.

clear yew
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select a property and press F2

tidal coral
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Oh, a triple click also works

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Thanks

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Why do they tell you to double click then...

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ah well

clear yew
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2 slow clicks i guess

lone bronze
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Hi people ! Do you know how I could prevent a prefab to go through walls / floor ?

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It's attached to my wrist, has dynamic bones

nocturne radish
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Is that even possible? I don't know if dynamic bones are able to interact with colliders in the world

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Also, does anyone know how to stop an animator's animation? I added an animator that plays a blinking animation on my body mesh and its works perfectly, but I also replaced hand gestures with face expressions so I need to make it stop when I trigger them. When I used legacy animations I just disabled them and it kinda did the job (if we ignore that they got stuck sometimes), but now I have no idea how to stop it from playing

slim sparrow
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@nocturne radish I published a blink prefab somewhere

nocturne radish
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Was it in this channel?

slim sparrow
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Probably not

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Someone might have reposted it here

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But I don't share stuff in this Discord since I can't upload it directly and don't wanna bother hosting it

nocturne radish
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Oh alright, any tip on how to look it up?

slim sparrow
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Well I don't share any servers with you so I dunno

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The idea is that you can enable/disable animator behavior

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Which will rewind the state machine into a no blink state

nocturne radish
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Is it something complicated or you could tell me how it works?

slim sparrow
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That's basically how it works

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Try downloading the old toggle props package, it contains an animation that can enable/disable animator behavior

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My blinking prefab has a controller that starts in a "blink off" state, and transitions into the blinking animation after 1 second

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And then stays there

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If I wanna disable blinking on a gesture, I disable the animator behavior on frame 0 and enable it on frame 1

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Of the gesture override

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That way, it'll constantly reset to "no blink" until I release it

nocturne radish
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Oh I think I understand where I messed this up, I will try once more
(Update: nope, rip)

slim sparrow
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Yeah

nocturne radish
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Which animation is it? I see DisableChildObj, EnableChildObj and Suspend
Also this is the first time I work with animators, sorry if I ask dumb questions as I have no idea how they work ^^'

slim sparrow
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It's suspend

nocturne radish
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How should I use it? When I try to copy the Behaviour.Enabled component to one of my facial animations it tries to enable/disable the behaviour of the whole prefab and doesn't let me edit the path, is this how it's supposed to work?

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Alright, nope, it disables all animations when I do that lmao

tame grove
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Hey, how do I make the arms of my back on my hands when I press the F8?

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Weapons*

fathom atlas
fierce bane
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I mean....that's basically just two frames of animation. If it's actually just a 2d sprite, just make a single "step" frame and then mirror it for the other step. Then play in sequence as a material swap animation on loop

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or in the case of using a humanoid rig, same thing but using walk override for the animation slot

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@fathom atlas Woops forgot to mention ⬆

fathom atlas
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well ima noob only understand about 40% of what u said tbh XD

fierce bane
weary magnet
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@clear yew

lone bronze
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Hi guys, asking my question again, I have basically a long chain that goes through the floor with gravity. How do I make it collide with ground and walls?

slim sparrow
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That's gonna be very hard, not sure if that's even possible

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I think you would need some sort of joint system that makes it drag along the floor

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If you're using dynamic bone, you can at least make it not go underneath you @lone bronze

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By making a stupidly large dynamic bone collider under yourself, large enough that the top of the sphere is essentially flat

lone bronze
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Oooh I think I get it

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I love how you described it

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"Stupidly large dynamic bone collider"

languid gull
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Earth size (assuming it's a sphere)

slim sparrow
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Probably not that big since you'll get floating point issues but yeah

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Just really big so it's at least sorta flat

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Plane colliders would make this easier tbh

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That would require the game to update Dynamic Bone if they haven't already, and whitelist dynamic bone plane colliders

languid gull
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I would love for a simple cube to be added

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Btw are emote animations with moving parts still possible? The few tutorials about it say they're outdated

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Most of them are just activating a gameobject that has a looping animation

slim sparrow
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Yeah, why wouldn't they be?

languid gull
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I was thinking objects that would be animated by the emote. In my case some little cars driving in and stopping

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I probably set it up wrong but the emote shows on the menu but doesn't play

slim sparrow
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It doesn't use legacy animations right?

languid gull
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Just the default

slim sparrow
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Alright

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The Animation component will basically no longer work

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Animator works

languid gull
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Are there any links to setting that stuff up. I tried the docs and searched youtube but it's only stuff like holding guns or animating the avatar itself

lone bronze
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Btw guys apart from that I'm trying to have a custom texture for a marker

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The thing he has on the chest, the light sort of comes out

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Any ideas ?

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Or maybe just a gas shader thingy ?

muted prairie
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All can be done with a particle system I believe

late fjord
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Now that legacy animations are not supported anymore, how can I make a separate animation that only affects part of my avatar, like the tail? I used to do the tail swishing with a legacy anim.

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Do I need to make the tail into a separate mesh now?

lone bronze
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@late fjord I read this comment on a video about porting legacy animations, maybe it will help you :

A simpler way of doing this step is to simply drag the animation file (make sure its non-legacy first) onto the avatar object on the hierarchy on the left and that will create an Animator object for you that is already set up to play that animation.
It will also add an Animator component and assign it correctly for you.

Important: Do NOT delete the Animator component of the root object of the avatar if you are putting one also on the body mesh. Deleting the Animator component on the root will make your avatar stuck in T-Pose.

muted prairie
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Look at the pinned messages

lone bronze
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@muted prairie btw thanks for your answer, but I'm trying to use a snail marker and I have no idea how to put a particle system on it. Do you have any idea ?

muted prairie
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Particle system was for your second question, snail markers are everywhere, i'm surprised you haven't found a video on how to make one yet

lone bronze
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@muted prairie I've been using those, don't worry. I'm just wondering about a texture/shader that would make the trail look like the effect seen on the character torso on the video above. Sort of a light coming from a crack, with god rays.

slim sparrow
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@late fjord put an Animator on your first tail bone

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Then just animate the tail directly

muted prairie
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With emission i guess you could get something cool, but god rays is not something i've seen used here before

late fjord
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Ok. Thanks. I just need to make a controller now and put the animation there in non-legacy mode.

clear yew
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guys how do i reset the motion dance and the songs also the visemes after playing the motion dance in world

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?

kindred trout
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some worlds have reset button for your shape keys

slim sparrow
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Planning on doing a pretty damn big animation. Is there a limit on animation length?

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It's on an animated game object. I know emotes can't last very long but I won't be doing the entire thing in an emote

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It's just an animation on a game object

rain reef
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Hello kids, i have a blinking animator on my body mesh, how can i disable it in an animation, i cant seem to find the animator in the hierarchy :c

narrow veldt
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yo, I have to add an animator to be able to make my avatar run on vrchat, but I am not sure which controller to use (unity)

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help?

slim sparrow
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@narrow veldt is it humanoid?

narrow veldt
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yes

slim sparrow
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If you rig it as humanoid and add an animator component, it should already run fine ingame

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No controller necessary

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Animator component should be pre-added already too

narrow veldt
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k

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it says stuff isnt specified, when all is

slim sparrow
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Post a screenshot, you probably forgot the neck.

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Or you tried to make an animation and the model is crouched into the floor halfway

narrow veldt
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screen shot of what?

rain reef
slim sparrow
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The error, your scene, and your rig configuration

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@rain reef I posted a prefab in BM

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You'll have to enable/disable animator behavior and have the entry state not blinking

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Then have it transition into the blink state after 1 second

rain reef
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Big thank

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how do i make it transition?

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@slim sparrow

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Oh its fine i have it

slim sparrow
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You can just make it transition automatically with an exit time of 1

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Alright cool

narrow veldt
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@slim sparrow It says your avatar is humaniod, but it's feet aren't specified, upper arms not specified, avatar must have head,hands and feet bones mapped

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the two first ones are, but I am not sure about the last

slim sparrow
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Post a screenshot of what the model looks like in your scene as well as the humanoid rig configuration

narrow veldt
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it is not letting me

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could you join my call, so I can screen share?

clear yew
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what's not letting you ?

narrow veldt
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discord

clear yew
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how did you share pictures before discord ?

narrow veldt
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I could

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I'm just getting an error

clear yew
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🙄

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just upload to imgur and post the link

slim sparrow
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That all looks fine, can you post a screenshot of the model in your scene?

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In your regular scene, not in the rigging tab

narrow veldt
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k

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inspector or not?

slim sparrow
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Sure, include the inspector if you want

slim sparrow
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Odd, but at the same time @narrow veldt

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Where is your avatar descriptor component?

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It's either not there or not in the right place. Did you put it on the Armature or Body by accident?

narrow veldt
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no

slim sparrow
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Then where is it? It's not in your screenshot at all

narrow veldt
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it is on the whole overall model

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let me send a pic of it

clear yew
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seems like it's on the body mesh

slim sparrow
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Yep

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You added an animator and avatar descriptor to the body instead

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That would be your issue then

narrow veldt
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oof ty

slim sparrow
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That also explains why your avatar didn't animate in VRChat, all you uploaded was a mesh with no bones and no animator possibility

narrow veldt
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YESS

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TY

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imma try it now

narrow veldt
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it works, but animations and groups need some fine tuning

midnight comet
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how do i overwrite the idle position? like if i want to put my hands forward with an animation

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with a gesture

rain reef
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use the provided animation controller

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theres a state for idle

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just put your animation clip in there

clear yew
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This is odd...I did an animation with a weapon but it ain’t showing up in vrchat. I put the customoveride and the animation in it but it ain’t appearing .

vestal river
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so im trying to add sound to the defalt handemotes but there all read only is there a copy of non read onlys?

paper haven
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Does anyone have the animation file for a simple ok-hand? 👌

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Since I can't seem to get the thumb and index finger correct

fierce bane
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@vestal river just duplicate them (Ctrl+D) and edit the duplicate instead of the original

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@clear yew check over your animation. Make sure your paths are correct (not showing yellow) when you check it on a duplicate avatar.
Also make sure you have frame 0:00 and frame 0:01 both with the weapon enabled. And that animation is in the correct Custom Override Template copy, in the standing animation of the avatar and not the duplicate.

vestal river
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?

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where are the defalts at?

fierce bane
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You just said they were read only, so you found them already didn't you?

vestal river
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on the overrider

fierce bane
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First note based on the image you sent me MAKE A DUPLICATE AVATAR TO ANIMATE INSTEAD OF YOUR MAIN ONE

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VRCSDK > Examples > Animation > "Male_Standing_Pose" is where the defaults are located.

clear yew
vestal river
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sorry ant thanks

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and*

fierce bane
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@clear yew click the bottom property where you enable your sword, wait for a second, then click again to select the path. Copy it and paste it in here

violet moss
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Where can I get all of the default VRChat animations? Specifically whichever one contains relaxed neutral hands

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because whenever i override it i go into the ground

slim sparrow
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You can't basically

clear yew
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here as in discord?

slim sparrow
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You gotta make an animation yourself

violet moss
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How do i make an animation that triggers when i go to relaxed hand pose

fierce bane
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Gem, Yes here in discord

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@violet moss that's generally a bad idea as it'll always activate.
But if it's on your default avatar and enabled it'll be on when your hand is relaxed. Disable it when you want it off.

violet moss
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so i have a sign that says certain things for each hand pose (let's just assume they say relaxed, fist, thumbs up, etc) but whenever i go black to relaxed, my "relaxed" sign stays vanished and doesn't reappear

fierce bane
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the sign has to be ENABLED by default for it to show in relaxed hand pose

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relaxed is basically just "idle"

clear yew
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how..

violet moss
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Got it

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thanks

clear yew
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do I copy and paste it here? I'm dumb

fierce bane
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@clear yew Yes, copy and paste it here
On the parameter: Click once, wait a second, click again and you will have the text box for the path open. Control+C will copy.
On discord: Control+V will paste it into the text box

clear yew
fierce bane
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nothing about a screenshot was even stated there >.>

clear yew
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I know

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I'm bloody confused

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I'm a visual learner

fierce bane
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that parameter you have selected right now

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click 3 times in a row

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Copy all of that with Control+C
Go to discord and press Control+V to paste it (or right click and hit paste)

clear yew
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excalibur_umbra_Body_skeleton/GAME_C1_HIP1/UmbraSkianna

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it has SFM bone naming

fierce bane
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Why is it listed as "umbraSkianna out" but named "umbraSkianna" in the hierarchy?

clear yew
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I renamed it

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maybe that's the problem?

fierce bane
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you renamed the parameter?

clear yew
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I renamed the sword model

fierce bane
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the parameter MUST match what it is trying to change. If not it is looking for something that doesn't exist

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like going to "C:\games\vrchat" but "vrchat" doesn't exist

clear yew
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Oh!

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Interesting

fierce bane
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click that animation 3 times again, you should see "UmbraSkianna out" in the path. Change that part to just "UmbraSkianna"

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(you could also just remove it and re-add it, but this is good learning for if needed later)

clear yew
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wait fuck

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I miss read that

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its not in the path

fierce bane
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it is defintely incorrect. I'd remove and re-add it

clear yew
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Alright

fierce bane
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Extra note. If all you're doing is using a gesture to pull the sword out while held (and wrap the hand around it), then you don't even need an animation controller for it. You can just have it be the animation to turn it on/off.
Controllers are needed for other things more complex than just a prop enable/disable while a gesture is held.
If you're doing a prop toggle you do need the animation controller however.

clear yew
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Anyjow

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anyhow* thanks!

daring mica
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I am repeating this question in animation as well due to me not knowing if it should be in here in the first place. Could anyone give me give good settings for dynamic bones in terms of hair, cloths, tail, and ears? Or show me where I can get some?

muted prairie
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there's youtube videos for it afaik

daring mica
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Thank you, I will browse YouTube for a bit then.

craggy sage
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is there a way in blender when your making a shape key to edit the way it changes from 0 to 1?

cursive moon
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Legacy anims got disabled a while ago, so how can I set animations to always play?

fierce bane
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@cursive moon see top pinned message

cursive moon
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oh, ha. Thanks

neon aurora
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anyone think they can help me? my audio spectrum and my 3d cylinder with skybox shader doesnt show on command but the song and particle does

craggy sage
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like is there a way to animate something like the idle hand to fist like how it closes depending on how much the trigger is depressed?

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i am using a shape key atm, but its animating in reverse and looping

fading ridge
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ive been looking everywhere for the animation that comes with the fluffy miku from the shy avatar world!!!!!! can anyone help?

fallow spire
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i made an animation for an object. this object is on a avatar. i want that the animations is playing when i walk or run, is this possible?

violet moss
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I have a bunch of face animations. I would like to string them together end to end or even play them in a random order. Is that possible, or must I make one long animation?

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Similar idea as derpchan

quasi hinge
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Are you manually making them or using a tool?

quasi hinge
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Look up Xiexe Inventory, there's an editor script to help you.

livid basalt
violet moss
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Well you make the animation first

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do you already have one?

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afterwards put it in an AnimationOverider then apply that to your avatar descriptor

plain finch
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In the moving animations it's obvious what forwards and backwards movement is but Strafe left and right are not as clear in the movment animations

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I.E. i have custom walk left and right animations becasue itsa non standard model

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as well as forward left and right strafe

frosty pendant
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Does anyone know how to make a world particle burst with a gesture? I have a confetti cannon that plays a sound but it's out of sync most of the time because of the duration of the particle system

obsidian vigil
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@frosty pendant wdym, the duration?

frosty pendant
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The timer of the particle system. The one that stops particles if you play it only once

obsidian vigil
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soooo, it works once but if you try to use it again, it breaks?

frosty pendant
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I have it on loop. Because when I have it play once it doesn't work at all. But when it loops it sometimes delays it by up to 5 seconds depending when I activate the emission

obsidian vigil
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yeah, of course it breaks

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if you toggle emission

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and have it running once

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its already playing even if you dont use your gesture

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and then its over

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until you toggle it

frosty pendant
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I can't disable it though because I want the confetti to still be there after I release the gesture

obsidian vigil
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so youre stuck to use a loop

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so...

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does it like

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spit out a lot of confetti at once?

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as in

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high emission

frosty pendant
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It's shooting 100 confetti particles in a burst. Like one of those confetti cannons

obsidian vigil
#

and then it shoots none for a sec, correct?

#

or rather none for 5 seconds

frosty pendant
#

5 seconds atm

obsidian vigil
#

there you have your problem

#

imagine a bumpy road

#

if you activate it

#

while its in a cooldown period

#

of course no confetti will spawn

frosty pendant
#

I know, I was just looking for a solution to maybe remove that problem 😅

obsidian vigil
#

Well, higher particle limit or lower emission

#

so its a continuous spawn

#

not a burst

#

and then toggle emission for a really short time

#

or switch gesture

frosty pendant
#

The sound is 2 seconds long so I guess my only possibility is to set the loop to 2

obsidian vigil
#

well, have your gesture toggle an empty object

#

with your particle system inside

#

then animate the empty

#

to toggle the emission for 1 frame

#

and set another frame with emission off at like 30 seconds

#

unless you hold the gesture for 30+ seconds

#

itll look like a single burst

frosty pendant
#

I would have to use a second one for the sound though right?

obsidian vigil
#

dont think so

#

trigger the sound on your 2 frame gesture

#

and tick off loop

frosty pendant
#

Ok. Gonna try that when I get home from work xD thx for the help 😊

obsidian vigil
#

alright 👌

grizzled badge
#

Hey I tried making an animation for a runescape character where a hand gesture makes a text appear on top of his head. Why doesnt it appear?

#

Im trying it on desktop and hand gestures work with other avatars but with this rs character, not

#

I made the animation with duplicate character, imported the animation in the customoverrideempty file and imported that into the character avatar descriptor

obsidian vigil
#

Well, does the avatar have 3 fingers with 2 bones each assigned?

grizzled badge
#

the runescape avatar doesnt have fingers as the hands are basically just balls

obsidian vigil
#

Then theres your answer

grizzled badge
#

but shouldnt the hand gesture functions work with any random character, for example I saw this tranformer car

obsidian vigil
#

If you dont have at least 3 fingers per hand gestures wont work

grizzled badge
#

without fingers*

#

but what if the character doesnt have fingers?

#

will I just still assign finger bones?

obsidian vigil
#

Yes

#

Then you assign dummy bones

slim sparrow
#

It's a really weird system though

#

You can choose between fingers, full body IK and hand gestures

#

Or none of the above

grizzled badge
#

I see, thanks! Have tried doing bone stuff once but it was a mess, I guess I'll just have to learn it

slim sparrow
#

Can't have the regular Limb IK without yeeting your hand gestures

grizzled badge
#

Are dummy bones basically bones that dont affect the avatar?

slim sparrow
#

Yeah

#

You just extrude three bones from the hand in Blender

#

And then assign those in thumb, index and middle finger slots

grizzled badge
#

One more guestion, how do I export the avatar from unity into blender?

slim sparrow
#

Why do you need to do that? Did you download a premade one from somewhere?

#

There should be an FBX or DAE file somewhere in assets that you can import into Blender

grizzled badge
#

So I can add bones in unity?

slim sparrow
#

No

grizzled badge
#

And yea, its a preamde avatar Im trying to modify

slim sparrow
#

You can import the model's files into Blender, do what you need, then export again

grizzled badge
#

Yea I guess I have to find the "avatar" file somewhere

#

because I think the scene itself is not importable

fallow spire
#

has anyone good knowledge about override stuff for walking and running??

slim sparrow
#

@fallow spire there's a blend tree in the AvatarControllerTemplate controller in the SDK

#

In the locomotion layer

#

I think that's roughly how the game has the walking/running animations set up

#

Try to have your animations blend properly, or assign the same animation in walk, run and sprint

fallow spire
#

locomotion layer?

slim sparrow
#

Just open that animator controller and you'll see

#

It's a sample but it looks remarkably close to what's used ingame, as far as animator controller goes.

#

Doesn't really cover how it interacts with a lot of things, but you should be able to see how the walking is done.

fallow spire
#

hm hard to compare if you dont understand what all the stuff is...

#

can anyone else maybe help?

craggy sage
#

nvm, figured it out my question all my own :V

frosty root
#

If I got this right, doing blinking the old way (with legacy) does not work anymore, how do you guys do it now?

slim sparrow
#

Animators.

#

Just put an animator on the body mesh, apply the blinking animation to it, and you're done.

royal escarp
#

Any idea why my walking animation doesn't move like in vrchat? I've repositioned the skirtbones in the motion so they wouldn't clip through the legs. But they still clip through in vrchat. ;_;

frosty pendant
#

@obsidian vigil i dont get it... either i am just stupid or something is broken... could you help me out again?

#

or anyone else^^ im having an animator problem again^^

fallow spire
#

someone here who knows how to make own walking animations??

woeful flame
#

I do

#

But it wont be easy or fast and I only know how to do it on blender

fallow spire
#

oh i see, but i need it for unity

woeful flame
#

yeah, you port it from blender

fallow spire
#

no, i want to create the animation in unity

woeful flame
#

oh

#

why tho, creating animations in unity is much harder (as far as I know)

fallow spire
#

it's just a habbit, for all vrchat stuff i made animations in unity... but in general i have my animation finished but idk how to setup it correctly to use it in the override stuff, until now nothing works

woeful flame
#

So you already have the walking animations done(?)

fallow spire
#

i think so, in unity it works fine but everything what i try does not work in vrchat

woeful flame
#

How did you do the animations?

#

Muscle editor?

fallow spire
#

no, standard animation window of unity

woeful flame
#

have you tried to see if putting the anim in a hand movement to see if the anim works in vr chat?

fallow spire
#

as gesture it also doesnt work, but yesterday when i was finished and it was in the animator and setup as loop the animation was permanantly playing on the avatar in vrchat.. then i changed some options and it was only playing when i loaded the avatar new in vrchat... but never what has to do with the override stuff

woeful flame
#

Something like this is happening for me too

fallow spire
#

:S

woeful flame
#

I made a custom animation with blend shapes and it breaks in unity and doesnt work at all in vrc

#

As a blend shape it works, as an animation it breaks

fallow spire
#

hmm... maybe i try to create a simple animation to test if this work or not... otherwise it is an special setup thing i dont know

woeful flame
#

But it's weird because some time back I made something like this and it worked fine

fallow spire
#

my memories of animations in general is sometimes they work and sometimes not

#

and no one can tell me the fucking reason

woeful flame
#

yikes

golden schooner
#

I have an animation of someone taking out a cigarette and putting it in their mouth. The animation works, but I can't for the life of me figure out a way to get the cigarette to stay in the mouth after the animation ends. I can make the animation work by itself, and using the Neps/error.mdl/weong/xiexe inventory system I can make the cigarette stay active with an emote, but I cannot figure out how to end the animation with it becoming active. Does anyone know if this is possible?

quaint marsh
#

might as well just use a mesh particle for that.

violet moss
#

Can I disable the default leg walk / prone crawl animations so I just slide around with my normal full body tracking

violet moss
#

Like, when I walk around it just glides my avatar while staying with tracking

#

no IK movement other than repositioning

fierce bane
#

if you have VR IK you can technically turn it off

#

but that'll remove all IK

thorny cloak
#

Veteran Animators I need help

#

So I have a model that is a CSGO Terrorist and currently I have a Bomb that when I pull out plays an audio file of the CSGO bomb numbers being keyed in, and then being planted

#

I need to know how to be able to drop it after the audio ends

#

Currently it is just stuck to my hand, ive seen avatars that throw grenades and stuff so I know its possible I just dont know what to look up in order to find a tutorial

#

If someone knows how, or could link me a tutorial on how to make this happen, I will love you long time

blazing bluff
#

Hey guys how do I make an avatar blink normally but not during an animation override?

slim sparrow
#

Enable/disable the body's animator

#

I made a blinking prefab and someone posted it here, not sure if I can find it again

peak pasture
#

My avatar's fingers are jittering when I do hand gestures even when the two keyframes of the animation are identical in Unity.

slim sparrow
#

Can you show screenshots of the dopesheet on frame 0:00 and 0:01?

#

@peak pasture

peak pasture
#

I have a feeling it might be because I made some of the values higher than 1?

#

and lower than -1

slim sparrow
#

Alright

#

Yeah, that's probably because of the high/low values

#

What you could do instead

#

In the humanoid rig configuration, you can configure the minimum and maximum muscle settings @peak pasture

#

Try that instead

peak pasture
#

Alright I'll try playing with that.

obsidian vigil
#

@slim sparrow wait

#

you can adjust them

#

?

#

o.o

slim sparrow
#

Yes

#

¯_(ツ)_/¯

#

Nobody knows that menu exists apparently

#

It's a normal process for importing a model into Unity

frosty pendant
#

Any idea why I don't hear my own audio sources sometimes? Everyone else hears them just fine

icy crow
#

Just vrchat being vrchat

clear yew
#

be sure to use the latest sdk

#

that's how i fixed that problem for me 🤷

slim sparrow
#

Well, that particular bug can happen a bit

#

Not SDK related, audio just gets overwritten

frosty pendant
#

I'm using the latest sdk. Was just wondering because sometimes it works, sometimes it doesnt

edgy relic
#

Anybody good with conditional objects in unity? Pls pm me, am desperate lol

meager saffron
#

Having a weird problem with an animator. I have various triggers that increment/decrement values locally and everything performs as expected. Things animate based on the actions of individual clients.
However, I also have an AnimationTrigger action that is acting strangely while set to Local. It's only performing actions based on the state of the Master in the room, rather than the state of the animator for the person initiating the trigger.

main grail
#

Im currently having a problem where i change the material in the animation and it says its changed but it doesnt show the change and ingame its also not changed

#

what it suppose tp look like

slim sparrow
#

You may be missing the second keyframe for that animation

#

Also make sure it isn't a legacy animation

main grail
#

but i can either have the legs change or the torso

#

But it wont do both

slim sparrow
#

Oh right, I heard of material changes being buggy for some reason. I could never get certain materials to change properly

#

It seems you also have several duplicate materials, which is bad for optimization

#

But that aside

#

Try giving every material slot in the mesh its own unique material first

#

You can do that by changing the model's material import settings

#

I think swapping materials is most reliable when they're all different

main grail
#

Yea they all have there own

obsidian vigil
#

da heck

#

why is that red

main grail
#

What do you mean @obsidian vigil

obsidian vigil
#

ive done material switches but ive never used that window before

#

🤔

#

i just press record and drag n drop into my scene

slim sparrow
#

It's red because it's being controlled by the animation

#

The same happens when you enable/disable objects in animations, it's normal

obsidian vigil
#

ive never used that tab before tho

#

nor have i ever had material switching difficulties

main grail
#

So it only lets me either change material 2 or 4 i cant have them both change

#

only changes the one i apply first

main grail
#

I fixed it i just basically just went into blender and assigned a whole new material to it

golden schooner
#

Trying to figure out gesture overrides and managed to get a held object to animate out of the hand on a gesture, but when I release the gesture, it pauses for a few seconds, then spends the next few seconds after that slowly transitioning back to the default state. I am trying to make the transition back from the gesture as quick and smooth as the transition into the gesture. Does anyone know what I might be doing wrong?

hollow perch
#

You need to have your gesture override animations with two identical keyframes at 0:00 and 0:01

#

Make sure there isn't a scrollbar with another keyframe. Unity likes to make another one at 1:00 sometimes and that will cause what you see

small tapir
#

Can i put a material change on my body on layerd animation without it triggering on the first one?

hollow perch
#

Can you explain in a bit more detail what you want? Animations can trigger material changes which is sudden, or they can change a shader property like a color which will be interpolated

small tapir
#

You know how you can make an animation on layer. so lets say you have a gun in your hand and you don't want it to show up when you are just running around. so you put the gun on a empty game object and both are turned off. in the first animation (thumbs up) you turn on the empty game object, and in the secound animation (finger point) you turn on gun. that way i need to hold both thumbs up and finger point to get the gun to show up. Now can i do this with a material change on body without it trigger on frist animation

#

Sorry bad english and speller

icy crow
#

I don't think so no

left bobcat
#

Hello. I have an animated object with rigidbody set up to appear in world space. How do I teleport it back to parent character when I hide it with animation?

hollow perch
#

assuming you are using the vrc inventory system style with a disabled animator? In that case, you can edit the animation you use for hiding/showing it and have it also set the position to 0,0,0. Those animations are temporary so after it pauses the animator it will stop forcing the position to 0,0,0

#

if you are using a traditional gesture, you can do something similar and create an animator on your object that is enabled by default which forces the rigid body to 0,0,0. Then in the gesture you can disable the animator. Due to a bug/mis-feature in unity you can't create the Animator ("Behaviour") disable checkbox in an animation--I recommend getting the vrc inventory system and you can copy and paste the Behaviour item from one of those animations and paste it in your own and edit the path

left bobcat
#

I have this:
Character
-body
-armature
-object(has a rigid body on it)
Animation:
Object appear on gesture hold. Body dissapear (Basically I can still walk while the animation on the object is playing). When gesture is released object dissapears and body appears. The problem is that whenever I press the gesture again the object doesn't appear in the position where it is put but it appears in the place where it dissapeared the first time relative to body.

hollow perch
#

the way that was fixed in the past is to have a temporary animation that sets the position of the object with rigid body to 0,0,0 (or the original position)

left bobcat
#

Was it used with legacy animations?

#

I tried to set object position to 0,0,0 and it didn't work

#

Still was appearing far from body on second gesture click

#

I have 2 animations basically

#

1 on character which makes the object appear and character dissapear

#

2 on object which makes the object and its components move

hollow perch
#

you should not be using legacy animations

left bobcat
#

Yes I am not

hollow perch
#

ok the one on the object, you enable it temporarily (while showing the object)?

left bobcat
#

Yes

#

Should I separate rigidbody and object. I mean:
Character
-Armature
-Body
-New object(with rigidbody)
--Old object (Without rigid body but with animation)
Animation:
First animation on character makes New object move to 0,0,0 and appear. Second animation on object just animates Old object.

hollow perch
#

hmm not sure that will solve your problem. it's the fixed joint (rigid body) itself that is moving

left bobcat
#

That is the point that it is not moving actually

#

I didn't connect joint

hollow perch
#

I think the animation that resets to 0,0,0 needs to be on an animator on some object, preferably one that is always enabled. maybe something like this:

Character

  • Parent object (Has enabled animator to set RigidBodyObject to 0,0,0)
    • RigidBodyObject (has rigid body, Not active)

Gesture to enable rigid body:
Set RigidBodyObject active true
Set Parent object. Behaviour enabled false

#

ya that's correct: fixed joint with no connection is fine. I think the issues are: you can't have the 0,0,0 animator on the character object because the animator will take over that property and keep animating it. It may be difficult to have the animator on the RigidBodyObject because you want to disable the animator at the same time you enable the object, and so the animator might not have any frames where it gets to actually animate...

#

another possible explanation: you can't change the position of the object with a Fixed Joint while it has an active fixed joint on it because the physics system will take over... and unity doesn't let you turn off a fixed joint/rigid body. So you need to move the position while the whole object is not active

left bobcat
#

Yeah it might work actually

#

Thank you

slim sparrow
#

I think I made a prefab for world objects a while ago, before legacy was even officially gone

#

I didn't post it in here but I posted it just about everywhere else

clear yew
#

i have the dropbox link, so ping me if you want it 🤷

left bobcat
#

@hollow perch It works, but only in half of the gestures XD. I mean one time I press the animation stays in the world, next time I press it, the animation follows me, the third time - again the world and so on.

#

Strange

#

If I make a 1 frame animation is it always looped?

slim sparrow
#

Gestures are always looped, yes

left bobcat
#

This is strange... The world object works half of the time when I trigger an animation. Other half it just sticks to me

left bobcat
#

@hollow perch Set Parent object. Behaviour enabled false
How do I do this?

hollow perch
#

Find an animation that sets behavior enabled and copy and paste a keyframe from it

#

If you don't have one, download the vrcinventorysystem by xiexe and co and copy it from one of the sample animations. The old broken toggle props also has some animations with it

#

Then you can click the name (or f2?) and edit the path to point to the object you want to enable. You can click some other thing and then copy and paste the path if you aren't sure

#

@left bobcat

#

It might actually not be necessary to disable the reset position if you have it working without. It sounds like the fixed joint overrides the position anyway

left bobcat
#

@hollow perch Unfortunatelly it's not reseting the position of a rigidbody with no joint (world object) without animation and for the last day I am trying to find out how to do it.

hollow perch
#

Well you do have the animation I thought. What I suggested with behaviour disable is to turn off the animation while the object is active so it can remain fixed...but it sounds like the fixed joint is doing that anyway. The thing I don't understand is why it would be sometimes different. Make sure you keep the parent object always active

left bobcat
#

Basically what I wanted to do is that whenever I start a gesture a rigid body should teleport to my position and stay in that position even if I move.

#

Make sure you keep the parent object always active

#

This doesn't work.

#

If the parent is active it teleports a rigid body once when I initially spawn and then it never does that again.

#

What I have now

#

Character

  • Parent object (Has enabled animator to set RigidBodyObject to 0,0,0)
    • RigidBodyObject (has rigid body, Not active)
#

Gesture (On hold):
parent object unhide

#

Parent animation:

#

RigidBodyObject teleport and unhide

#

@hollow perch

clear yew
#

can you give me a quick TL;DR on what you want to do ?

left bobcat
#

I want to spawn a world object that has animations on it when I hold the gesture

#

And when I stop holding it I want to teleport it to my position whenever I press the gesture button again

clear yew
#

rokk made a prefab for that

#

you can drop an object

#

to world position

#

and it will move back to you when you stop

left bobcat
#

How does it work? Where can I find it?

clear yew
#

txt file for explanation is inside

left bobcat
#

Thank you

#

I'll check it out

#

Oh

#

I see there is a behaviour in there

clear yew
#

yes

#

it's used to turn on/off an animator component

left bobcat
#

That is what I tried to find all this time XDDDD

#

Omg

#

It works!!

#

Spent all day.......

#

I mean 2 days

clear yew
#

good job vrclike

sand badger
#

Hey, anyone got some time and braincells to waste?

I've been trying to get a world particle to work, to no avail.
Currently I have the particle in an empty game object outside of my armature. I have a gun meanwhile attached to my model's hand. I'm using one animation to enable the gun, and another to trigger the particle which is acting as bullets.

When testing it ingame, however, I cannot see the particles. I was assuming it was something to do with the animation not triggering but that doesn't seem to be the case. For testing purposes, I changed a laser attached (made with particles) to the gun within my armature to "world" instead of "local", and have noticed this also doesn't enable, even though the rest of the gun's animation does.

Any ideas?

icy crow
#

are you using rigid body/fixed joints?

sand badger
#

Indeed I am.

#

I noticed other anomalies when using the "world" setting such as a gun flash not being visible to me myself, but via a mirror.

#

I figure I've set this up wrong.

icy crow
#

is your empty game object always enabled?

sand badger
#

Yes, I've left that permanently enabled. Its only the particles within I have disabled.

#

However, I have the child linked to the gun as well, which I have disabled.

#

Would that break the "link" per se?

icy crow
#

what do you mean linked to the gun? via rigid body?

sand badger
#

Yes. The gun itself is set up as the rigid body, and the game object has a fixed joint on it

icy crow
#

yes, that's probably breaking it

sand badger
#

Ah, I see.

icy crow
#

the rigid body should be on your wrist if you are using a gun

sand badger
#

I've just changed it to that, thank you.

#

With regards to other items not appearing, is that due to them being set to world whilst within the armature?

icy crow
#

hmm I'm not sure about that

sand badger
#

I figure the reason we put world particles outside the armature is something related to that.

icy crow
#

I have world particles on some wings and they appear fine for me and in the mirror

sand badger
#

Hm...

#

I'll try what you've suggested just now and let you know. In the meantime, thank you for the help.

icy crow
#

np

sand badger
#

Hello,. Your suggestion worked. However, it broke after about a split second and won't trigger again. I'm not even sure why that is happening

icy crow
#

hmm, can I see your hierarchy setup?

sand badger
#

"SMG-Right" is the empty object.

icy crow
#

and that's outside your armature?

sand badger
#

Correct. odst-2 is the model's root.

#

The child below that with "skeleton" in its name appears to be the armature.

#

The animation did appear to trigger, but broke after one frame.

#

I tried changing avatars quickly to test the animation again. Similar result, but after more time. The audio effect I use for the weapon firing was choppy, and the particles themselves were behaving in abnormal ways. For example, they were far smaller than I have them set to be. The animation parts within the empty object then simply ceased after a few moments, but other parts within the armature continued

icy crow
#

can you show your animation

sand badger
#

I could probably screenshare it via a discord call if you wished.

#

I'm using VR so its a little clunky for me to capture stuff.

icy crow
#

and your rigid body is on ValveBiped.Bip01_R_Hand?

sand badger
#

Correct, yes.

icy crow
#

hmm

#

and you have all the constraints ticked on the rigid body?

#

I don't know what else could be the problem

sand badger
#

I can't say I know entirely how unity engine works enough to be sure, but is it possible the animation is overloading or breaking itself?

icy crow
#

I doubt it

sand badger
#

I'll change some aspects and see if it has any effects

icy crow
#

empty game object (always enabled)
particle system under that (enabled in animation)
rigid body on hand/wrist (all constraints ticked)
fixed joint on empty game object (linked to hand/wrist)

#

so you have all of that?

sand badger
#

Thats correct, yes.

#

I'll try re-creating the particle and empty object

icy crow
#

check your fixed joint is linked to the correct rigid body

sand badger
#

I'm thankfully only making use of one rigid-body at the moment

#

I've recreated the animations and empty object in question and will re-test them

#

Hello. Thank you for your assistance. Whatever was causing it appears to have stopped.

icy crow
#

ayy 👌

sand badger
#

On a somewhat related note. Am I correct in saying you need to use subemmiters to make, for example, bullets spark when hitting a surface?

icy crow
#

yeah

sand badger
#

The effects don't seem to be taking place, and the bullets just hit the wall, slide down and stop in a corner until their lifetime stops. I assume I'm doing something horrible wrong here heh

clear yew
#

yes

#

you need to make the bullets die

icy crow
#

when they collide you should set lifetime loss to 1 I think

sand badger
#

Ah, so die instead of colide?

clear yew
#

no

#

on the collision module

#

you can choose how much of their life time they lose

#

put 1

#

so they instantly die when they collide

#

and for the subemitter

#

use die

sand badger
clear yew
#

lifetime loss

sand badger
#

Ah, I see. I'll give that a try

clear yew
#

put 1

#

so it instantly dies when it collide

#

and it will spawn the subemitter

#

i believe that subemitters needs to be set as burst emission

#

but someone that knows more can correct me here if i'm wrong

sand badger
#

I'll test what you've suggested just now and get back to you. Thank you.

fierce bane
#

If your particles are moving quickly I highly suggest setting min kill speed to 10,000 as well. It helps to kill it at the propper point with lifetime loss.

#

lifetime loss seems to have a slight delay to it and kill speed is more accurate

sand badger
#

Hiya. The particles are properly dying on impact with walls etc, but the collision effect doesn't appear to be playing

fierce bane
#

Sub emitters cannot have the usual "over time" emission. Burst or...I think distance work however

#

Do you have the sub emitters set to burst, and the sub emitter set to "on death" ?

sand badger
#

I have my subemitter set to "on death". However, I'm not sure where to find the option for "burst".

#

Ah, one moment.. Think I found it

#

Are there any other prerequisites for the subemitter?

clear yew
#

not really

#

just use burst emission

#

and parent them to the particle system that his using them

fierce bane
#

yep that's about all that is needed

#

if it still won't fire it, drag it out of the parent emitter, delete the sub-emission for that particle, then re-add a sub emission and drag it into the slot and hit "yes" when it asks to re-parent

sand badger
#

I'll give this a shot now. Thank you.

#

That worked perfectly guys. Thank you very much

fervent elm
#

So whenever i try to put an animation on my model the hair begins to frantically start spazzing out when im just standing, and it didn't do this before so im not sure how to fix that.

livid basalt
#

could anyone teach me how to set a particle effect to a gesture so its not constantly effecting the screen

fierce bane
#

@livid basalt disable the particle emitter by default. Enable it with an animation, put the animation in a gesture override slot.

fickle slate
#

is there a way to make your character make a sound footsteps when you walk in vrchat? because i saw few people are able to do that but didn't tell me how because they don't have a mic or they just dont want to use it it..

chilly vapor
#

custom walk animation with timed sounds

fickle slate
#

any video tutorial for that?

chilly vapor
#

not sure if there are any vids off the top of my head, google might be able to help with that, but if i had to guess, they got a walk animation from mixamo or some other site and once loaded into unity, they added a sound effect toggle timed with the foot hitting the ground. There should be a vid tut on getting mixamo animation and there might be a seperate vid on audio for an avatar

fickle slate
#

so mixamo is the key... i think i know where this is going.. thanks

chilly vapor
#

very basic run down. instead of emote, you put the animation in the run/walk section

#

then just edit the animation to have the sound trigger

grim spear
#

so whats the trick with making walking animations for vrchat

chilly vapor
#

the the animator override controller, there is an option for walk, run, emotes, etc. Just put any animation in there. It's how you see people like rare spice doing thier crazy runs 😛

grim spear
#

ok i know about that, i know a decent amount of animations. when i put and animation on walk fwd run fwd or sprint fwd, it just does not work

slim sparrow
#

@grim spear it works, but due to avatar masking, I don't think you can move any transforms in walking animations

#

So you cannot animate an extra pair of legs for example

#

Walk sounds should work fine

grim spear
#

well there some setting i dont have right

torn pawn
#

https://imgur.com/DYpUmtk smol thing that I did today, rest spells unlocked through emote, also changes outfit accordingly, possibly adding a cooldown for lvl 3 spells (as in visual way, atm everything is locked at 2-4 max, could lock last at 1) if not too lazy then more improvements (visual)

solar bloom
#

what's the default max lenght of a emote again?

spark fox
#

@solar bloom Around a minute

solar bloom
#

aight thanks

blissful grove
#

When because extract the map from OverWatch I wonder how they get the full animation to work on the maps like in the game

#

They must use a different program to get them to work

clear yew
#

hey does anyone know ehere to get the pokemon animations (idle, walking, running etc.)

chilly vapor
#

i'll let eevee take that one 😛

fierce bane
#

Anyone know a way to make a "prewarmed" particle effect fade in?
Preferably without having to make an animation just to ramp up the start alpha from 0 to normal...

dusty plume
#

You have to rotate the body from the hip bone, then bake that motion into the animation by checkmarking all the bake options.

#

However for the 45 degree run cycles, I suggest making the body face forward and have the stepping motion move across to the left or right (And just using a front run animation and rotating the body)

hybrid roost
#

Where is the 'bake' options?

#

@dusty plume

dusty plume
#

Click the animation in unity and you will see all the bake options

#

After applying the humanoid rig

hybrid roost
#

Ahhh, okay, thanks! ^^

hybrid roost
#

I did what you said to, and uploaded the model with the animation in sprintfwd, and the animation is sorta playing.
The thrusters on the shoes activate just fine. No problems there.
But the model is using the default sprint instead of the sprint I made.
Anyone know how to fix it?

icy crow
#

I think sprint is only used in worlds with high enough movement speed modifiers

#

Otherwise it's just walk and run

lusty phoenix
#

So, I'm having this weird issue where in VR, particle emitters I connect to the hand/wrist of my armature are, instead of following my hand/wrist, stuck floating in front of me and moving around as if following desktop avatar animations. (Idle, running, crouched, prone, etc.) Does anybody have any ideas why that may be?
For clarification, it doesn't seem to matter if it's directly on the armature, connected with the ikfollower property, or connected using a fixed joint and a rigid body on the hand/wrist.

slim sparrow
#

The IK follower method requires the particle system to be inside the armature though

livid basalt
clear yew
#

if you are using that for a hand gesture

#

you are missing the keyframe to the next frame

#

copy paste the frames from 0.00 to 0.01

hybrid roost
#

Does anyone know how to open/convert a .prs file for use in Unity?
I'm trying to rip some Animations from Sonic Adventure 2, but the file that holds all the animations is a .prs file.

livid basalt
#

@clear yew Didn't fix my issue

jade kraken
#

i wonder, is it possible to fake visemes / mouth movement when in Unity? like if i wanted to make a light turn on and off when talking on a robot

clear yew
#

No

#

@livid basalt 0 1 keyframe make sure both frames are on and make sure your particles system settings are correct. Check your emission settings

#

@slim sparrow ik follower is bad

slim sparrow
#

Not necessarily

#

If used in a particular way it works fine for me

#

I still stick to fixed joints but IK follower is a solution that I've seen people use successfully

#

The way to use it:

  • Put empty game object on wrist (or wherever you need it). Make sure the positions and rotations are zeroed out.
  • Put IK follower component on this object.
  • Put your particle system(s) on objects underneath this object. Move/rotate the particle systems rather than the IK Follower object for best results.
lusty phoenix
#

@slim sparrow Thank you very much. ._. I've seen that video before, and completely forgot about it anyway. That was indeed the problem, as far as I can tell.

narrow stump
short maple
#

Quick question regarding walking animations and sound. Do I have to grab the standard animations and place a sound on it in order to have sound playing when the avatar walks or runs?

#

Mainly I'm doing something where a humanoid avatar plays a sound effect for each step it makes

fierce bane
#

@short maple Yes, you need to have the sound activated as it takes the step in the same animation.

short maple
#

alright

#

but if there's a particular animation that has 2 steps for example, then I can activate and disable that sound effect within the animation so that it plays as 2 steps?

fierce bane
#

As soon as you disable the sound it will stop and reset. So if you disable it then a frame later enable it, it will end whatever was playing and restart.

short maple
#

awesome

fierce bane
#

it depends on how long your sound effect is, and how fast the steps are

#

depending on those, you may need more than one audio emitter to spread them out without a cutoff

short maple
#

the sound is about 0.261 seconds, so it's pretty quick anyway

#

which I can reduce down to about 0.125 seconds since the rest is just silence

fierce bane
#

so just give it a bit more than that enabled (.3 seconds maybe?) and disable it in the animation

short maple
#

yea

fierce bane
#

or go with the other method to disable, then enable both right before a step

vagrant mango
#

i have a model that with animation data it looks awsome but when the data is taken away its a lump of nothing. any idea how to convert the data so the model can be properly rigged and maintain its animation data?

hollow perch
#

Is it rigged as humanoid?

vagrant mango
#

i dont belive so

#

its converted from milkshape 3d ascii

hollow perch
#

Once your model is properly rigged as humanoid, unity will take control of things

vagrant mango
#

to somthing blender can read

#

the animations are smooth

#

but i cant rig it properly so i am having issues

hollow perch
#

What is its default pose? You can try putting it into a t pose in blender and make it default. I know you can do it by saving the pose as a shape key and doing an apply shape key modifier. I don't know if there is a simpler way

vagrant mango
#

with animation it looks humanoid

hollow perch
#

Best is to figure out how to get enough bones in place to successfully rig as humanoid in unity: at least 3 fingers, spine, neck, head , legs and arms

vagrant mango
#

its missing some bones i think

#

because it dosnt need em

hollow perch
#

You can add bones in unity pretty easily. Doesn't matter if they have nothing weighted to them

vagrant mango
#

can i share my file with you?

#

so you can see what i mean

hollow perch
#

Is it fbx or blend?

vagrant mango
#

blend

#

ill give it to you here if your intrested

hollow perch
#

I'll be home within the hour. But I think you should be able to figure it out. Just try rigging it as humanoid and fix the errors. Missing a bone like neck? Just add it and reparent the children like head to it

vagrant mango
#

i cant rerig it

#

you will see what i mean

#

it colapses without the animation data

hollow perch
#

Ok then you need to apply an animation pose as a shape key and go from there

vagrant mango
#

i got animation applyed

hollow perch
#

And make it the basis

vagrant mango
#

no clue how to do that

hollow perch
#

If you can go into pose mode and move bones to get it into a t pose, cats plugin has a button to apply as shape key.

#

Then there is a trick to make that shape key applied as basis

vagrant mango
#

i dont have a pose mode in blender i am in object mode

#

there is edit mode

#

vertex paint?

hollow perch
#

Cats has a button start pose mpde. Did you try that

vagrant mango
#

i dont see it

#

whats Cats?

#

i am using blender

hollow perch
#

It's a blender plugin to make vrchat avatar creation easier, though geared at mmd models

vagrant mango
#

oh thats cool

#

so no need for unity?

hollow perch
#

You still need unity but it has a lot of fixups

#

Like a fix model button that can do stuff like fix full body for humanoid rigging

#

Your goal needs to be to get unity humanoid to accept your model. Once you have that you will be in good shape

vagrant mango
#

it looks humanoid when animated

hollow perch
#

Looks humanoid means it should be possible. But you need to make unity see it that way too 😃

vagrant mango
#

the thing is to make it this way i had to put the animation into the armature

hollow perch
#

I think local particles might be local to the world position of the fixed joint. What do you want to happen

vagrant mango
#

so i belive my model has a part for each bone

#

that is 0,0ed

#

and when the bones animate

#

they are xyz coordanits

#

for each bone

hollow perch
#

Azii you could make another rogid body and fixed joint attached to your hips

vagrant mango
#

the animation looks good

hollow perch
#

You want it as a sub emitter of a world particle?

#

If they are not sub then why not duplicate it and put it outside the fixed joint rigid body so it moves with yojr avatar

vagrant mango
#

if i move a point the entire body dosnt follow

#

but that point moves

#

and the section of the body moves

#

and streaches all weard like

#

its like nothing is attached

solar relic
#

Excuse anyone knowledgeable with particle trigger with world particles.

#

It is working in unity aswell as working in vrchat.

#

But for some reason its local. Only the person who is using it can see it.. but it only appear in the mirror for the person

#

Is it about the particle render of the child particle?

spring nova
#

In order to use colliders in this way, you have to attach them to the bones with rigidbodies/fixed joints in exactly the same way as you would a world particle @solar relic

solar relic
#

@spring nova they attached with rigid bodies and fixed joints

#

Do u mean with the child particles aswell?

spring nova
#

The colliders too, not just the particles

#

and the particles only if they're world space

solar relic
#

Okay. But is that the solution? Like it only shows for the person using it

#

Or is cause of vrchat safety system bugging

spring nova
#

Only showing in the mirror is just a quirk of how mirrors work

sharp cove
#

hey so I have a 75 sec animation

#

but when I try and play it

#

the animation wont play properly

#

@ me if you know how to fix this :p

fervent elm
#

Everytime i put an animation on my model the hair starts to move and spazz out on its own, would anyone know how to fix this?

hybrid roost
#

Do you have any dynamic bones on the model?

#

And is the hair set as the jawbone in the armature's humanoid configure? That happens automatically a lot of the time.

fervent elm
#

1.Yes and 2. No

hybrid roost
#

What is the root of the dynamic bones, and did you put an exclusion for the proper points?

#

Note: Don't have the root be the head. Make the root the first bones of the hair itself.

fervent elm
#

Well then that might be it b/c its the head

hybrid roost
#

Change it to the hair, and make an exclusion for the head bone. If there's multiple hair roots, you'll need to make more dynamic bones for each root.

fervent elm
#

👍

clear yew
#

Anyone have advice on how to combine animation clips into one anim for an emote? Thought I could copy and paste the frames from each part into a new animation clip but each time i try this unity just crashes. I know newer versions of unity support timeline editing but 5.6.3p1 does not. Help?

hybrid roost
#

I have some custom sprinting animations on some models, but they still have some slight movement issues. For example, I have one that is floating, but they still move their arms and legs a bit in a similar motion to the default sprint animation.
It's like a blend of my custom animation, and the default.
Anyone know any way to fix this?

hollow salmon
#

For a avatar I'm trying to put into VRChat, is there a way I can use .dmx files, or convert those to .anim, for custom animations? Like walking, jumping, etc?

quaint spindle
gritty schooner
#

Anyone familiar with vmd animations? I'm having problems with the hips not moving after changing to humanoid.

clear yew
#

Question would it be possible to change my avatar during an animation? I have a dbz model and I wanted goku to be base then an animation that turns him super Saiyan without changing only his hair

icy crow
#

you can enable a fake avatar that animates

#

and hide your current avatar

slim sparrow
#

@gritty schooner select animation in assets

#

Tick all "bake into pose" options

#

Set all "based on" options to "original"

pliant plank
#

Vmd animations do not move the hip at all when attempting to turn the model into a humanoid, since the hip that actualy moves is impossible to assign in unity, so no bake-to-pose will fix that either unfortunately, it's either generic or no hip movements

slim sparrow
#

I think that's only an issue with MMD Tools

#

You can fix the animation manually in Blender

#

Or use a different plugin for importing the animation

pliant plank
#

It's not, i've tried nigh everything to make it work

slim sparrow
#

Well, there are several MMD maps that have converted VMD's so it should be possible

pliant plank
#

They fixed it manually or generic'd it

slim sparrow
#

Probably manually fixed then

#

Generic is impossible because everyone has different bone names

pliant plank
#

On a frame-by-frame basis

slim sparrow
#

Can't use generic animations to move humanoid-assigned bones anyway

pliant plank
#

Unless you can copy every frame variable onto another bone, they had to assign every keyframe manually

#

Or recreated the VMD in MMD to only use the hip bone instead of the groove, which is essentially the same

#

I've tried merging bones, renaming them, reparenting them, nothing works

#

In the end i had to generic it

#

If somebody knows of an actual way to fix it, feel free to chime in, i nearly tore hairs out trying to get it to function properly, having to look up a generic vmd tutorial up instead

fallow spire
#

someone here who can explain me how to create custom walk animation correct?? everything what i try doesnt work

muted prairie
#

@quaint spindle Try that one, you may have to edit the animation a bit

hollow salmon
#

I guess no one has an answer for me?

I mean if none come, I'll probably just keep looking around...maybe...I don't know...

fallow spire
#

@hollow salmon probabaly open it in blender and export it there to a useable file for unity.... but in general i dont know^^

muted prairie
#

You need an addon on blender for dmx files

#

In Blender:
Select File > User Preferences
Move to the Addons tab
Click Install From File... in the bottom of the window
Find the downloaded zip file and select it (Double click)
Under 'Categories' on the left, click 'Import-Export'
Find 'Blender Source Tools' in the list and check the box to the right. Wait a moment for activation to complete.
Click Save User Settings and close the window.

#

(don't unzip it btw)

hollow salmon
#

Okay, I'll try it.

#

Real quick, is there a way I can rotate on a axis in Blender? Like rotating on the Y axis for example.

slim sparrow
#

Press R to rotate and press Y to lock it on the Y axis

hollow salmon
#

Oh okay, thanks.

#

@muted prairie Would I export the animation file as .fbx? (Also sorry for ping.)

torn pawn
#

@gritty schooner you need to convert it with mmd4mecanim (have to use different project for this) and then hips are not broken for mmd models

quasi hinge
#

Mmd4mecanim is malware by definition

torn pawn
#

u use different project, and there are no issues

muted prairie
#

@hollow salmon You might need to add a mesh before you export, like a cube, so that it shows up correctly in Unity.

hollow salmon
#

Oh okay.

#

Do I add the mesh to the animation, (or vice versa.) or do I just have the two separate from each other?

muted prairie
#

I don't think you need to combine them, that's what exporting should do automatically

#

Then in Unity you'll have your cube, that you expand, and the animation file should be in there ?

#

I've only worked with .dmx animations for skeletons, so i'm not too sure what the workflow is for animations without skeleton

hollow salmon
#

What would I export it as though?

muted prairie
#

fbx

hollow salmon
#

Okay.

#

Just as a test real quick, is there a way I can play the animation with the model in blender?

muted prairie
#

Sure, duplicate the animation file, and then apply your model onto it in Unity

hollow salmon
#

Well for some reason it doesn't play in Unity, so that's why I said Blender instead.

muted prairie
#

If you have the appropriate skeleton, sure

hollow salmon
#

Yeah the skeleton for the model and animation are the same.

fierce bane
#

you can animate bones that aren't part of the humanoid rig (tails are a good example that are fairly common)

#

a tail could be animated during a walk cycle only if you wanted. The game just blends between the idle and the walk animations. So technically a portion of both are playing

#

at least I'm fairly certain it works normally >.>

#

the always wagging tails are done in the armature with an animator so that they play always even when the animation changes

#

As for a generic rig, You would not have any gestures, emotes, eye tracking, or other IK movement (no arm/leg/head movement for example).
You have to animate EVERYTHING you want animated (idle, walk directions, run, etc). But it is far less restricted in what can be animated.

#

prone/crouch are triggered by the game (like gestures). No custom controllers get input on the parameters they set
So no, no prone/crouch on generic either.

#

Although...I wonder if there's a way to get the camera Y value and assume crouch/prone based on that...

muted prairie
#

Where are your regular arms in this model ?

#

So you also have dummy legs ?

fallow spire
#

someone here who knows how to create custom walk animations?

hybrid roost
#

Oh Hi, Hamu. Lol

#

I've made 3. @fallow spire

#

Well, actually Sprint animations, but still meant for movement.

#

By the way, I'm still looking for help with finding either Sonic the Hedgehog related animations, or just help with ripping animations from Sonic Adventure 2. (Or any other Sonic games.)

fallow spire
#

@hybrid roost i tried to make an override animation for walking/running but the animations has nothing to do with the avatar self, the animation is made with objects they are a part of the avatar, is this still possible to do this? like when i walk the object are moving like in the animation i made??

hybrid roost
#

Did you try baking everything on the animation? If not, click on the animation, and check mark everything that says 'bake'.

fallow spire
#

where do you mean? in the inspector settings or in the animation window where you create the animation?

dawn cypress
#

sooooooo like whats up with unity

#

last time i was in it it was all fine but now animation overide is weird

#

insted of a drag and drop i have nothing to drag into

#

just says list is empty

#

i made a neat flying animation for her to

fallow spire
#

@hybrid roost i know now what you mean, this is like an animation it comes with an avatar... but what i mean is when i do the animation in unity and then there is no Animation window in the inspector

dawn cypress
#

Still looken for help

dawn cypress
#

well im just gona reinstal lthe sdk and se what happnes

earnest axle
#

I see people with animated tales and wings how would i go about do that?

torn pawn
#

put animator on bone and create animation

earnest axle
#

thank you

tough ferry
#

okay, so this is proving to be a real bitch

#

long story short, the hips aren't rotating

tough ferry
#

can I get some help before I tear my hair out?

quaint spindle
#

@muted prairie Is there a way to extract the animation from the .fbx file that you sent me so I can place it on a controller on the model I want to apply it to?

muted prairie
#

Yep, import that fbx, there's an arrow next to the model in your assets, ctrl + D after you clicked on the animation file, it should appear duplicated outside of the model, and you can use that

quaint spindle
#

Oh wow, that was easier than I thought. Thanks! 😃

#

Er, ok, so the animation has different... components or game objects, so none of the movements translate to my model. How do I assign my model's components to this animation? (All the components appear yellow with the message "The Game Object or Component is Missing")

muted prairie
#

The animation itself shouldn't have anything

quaint spindle
#

Ah ok, so for like say Root_0 on the animation, I replace that with Root T from my model and copy the same values for each key frame?

muted prairie
#

When you move your model (in your assets) onto that animation file, does it work at all ?

#

You should be able to use unity's retargeting

#

and since it's an humanoid model, if yours is too, then it should work correctly

quaint spindle
#

Ohhh ok, now it does, now I can edit the animation. Thank you! 😃

dawn cypress
#

im having an issue with an animation not playling like it is in unity

#

i have one of my character foating and my legs are in my body/hips not below where i had them

#

om if you know any fixes

fallow spire
#

someone here who knows how to make a custom walk animation?

nimble kestrel
#

Why i'm not having "Skinned Mesh Renderer Blend: Blink" in my animation list in Unity? Did someone experienced this issue too?

slim sparrow
#

Your model doesn't have that shape key. Make it in Blender or edit the animation to use wink (if it has those).

#

@nimble kestrel

slender rivet
#

hey guys, do you guys know how to add a gif or a video, without the whole adding each frame in photoshop

clear yew
slender rivet
#

THANK YOU VERY MUCH

nimble kestrel
#

@slim sparrow i need to make it from zero, thanks for the info

glad cape
#

somebody knows why my particle effect only shows up in my camera but nobody else can see it?

fierce bane
#

@glad cape I've had some times where after uploading it took a bit before friends were able to see my particle effects. I'm not sure what causes it.
If they're not friends and you're not "Trusted User" (purple) rank, people have to allow particles to be seen on your rank, or directly allow you (Safety System)

glad cape
#

but its not visible in when i play the scene aswell :/

#

only in my own camera

fierce bane
#

not visible in Unity in play mode with the particle emitter and all parents enabled?

#

or not visible when selected in scene mode? (particle emitters have to be selected in scene mode to simulate)

glad cape
#

wait ill look

#

ok if i select them it works x)

fierce bane
#

They don't activate at all times because times because that would be way too many effects going off at once and could be really laggy :P
If it's not a simple particle effect I highly suggest having it on a gesture to enable it when you want it on.

glad cape
#

hm it is 10 identical particle effects with a rate over distance of 50

#

shouldnt be that much

fierce bane
#

nope that's a pretty simple one. probably fine

misty tiger
#

anyone know why modifying the default idle animation would mess with legs bending? it wasn't doing this in the last update and it's driving me insane

#

the settings are the same as the default idle

onyx agate
#

They changed some of it server sided I believe (for desktop users as it looked weird to them)

misty tiger
#

🤔

onyx agate
#

Anyone know how or where to find/get/do the Thanos snap fade to dust animation (i have seen it in a few YouTube videos and wonder how or where i could find it)

misty tiger
#

make a geometry shader and have the triangles fade out randomly

whole panther
#

Anyone else having trouble getting blend shape animations to work in VRChat? I can't even get a simple Blink animation to work. I'm so frustrated, I just want my avatars to work so I can play in VRChat instead of working in Unity. T~T

#

Its not like i don't know what to do. I see everything working fine in Unity Game Preview but not in VRChat.

narrow current
#

Are you using legacy animations? If so you'll need to do a bit of tweaking to get them to work in VRChat.

whole panther
#

Debug, Loop, Legacy, Avatar Humanoid. Animation.

#

Really can you tell me!

narrow current