#animation

1 messages · Page 93 of 1

whole panther
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Thank you so much. I'll watch this for awhile and see whats what.

narrow current
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Sure, I hope your avatar making goes well!

whole panther
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Yes it works! I'm so happy now! I was able to get one avatar back to normal so I'm sure the rest will follow! but for now bed...zzzZZ

grizzled badge
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hey can someone quickly say if

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when Im making an animation to an avatar where a prop appears in hand

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do I have to import the customoverride to the original avatar'

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avatar's descriptor or also to the avatar that was duplicated for the animation

obsidian vigil
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you can delete the duplicate

visual summit
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Also, I double checked my animation and it's not legacy

grizzled badge
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so the duplicate doesnt need the custom override file?

obsidian vigil
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@grizzled badge as soon as your animation is done, you can delete the duplicate

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duplicates are just there for animating

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after that they can be discarded because they wont be uploaded anyway

grizzled badge
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I see, thanks!

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

icy crow
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same way you make any normal animation

fallow spire
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i would not ask if everything what i tried doesnt work

thorn idol
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well, you create a duplicate of your avatar, disable the other one

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assign it a blank animation controller, create an animation inside that controller

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animate the walk and thats it?

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and put it into an override controller attached to the vrc avatar of the original avaar

fallow spire
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can you explain more the part with the blank animations controller?

thorn idol
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just create an animation controller, it's an asset

rain reef
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You dont even need to create an animation controller

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because its an animation override

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You can just make an animation clip and then put it in the provided example animation controller

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to override your walking animations

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im pretty sure a custom animation controller wont even work with the provided animation override controller

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as it only takes animation clips

thorn idol
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when i make a bunch of animations i usually just use a regular controller and throw them all in there, animate them in there and then move them into the override controller

rain reef
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i mean, thats just overcomplicating things for a walking animation

thorn idol
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i dunno if that's inefficient tbh

rain reef
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it is

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there is an example controller that takes animation clips for walking and so on

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and it overrides them correctly

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so its more reliable and also already premade so you can save time

thorn idol
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oh well

fallow spire
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i'm confused, what is now the correct name of this controller?

rain reef
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CustomOverrideEmpty

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its in the vrcsdk

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examples/animation

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i think

fallow spire
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ok this is what i used everytime for new overrides but it doesnt work... so the problem musst be something else

fallow spire
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i need someone who realy knows how to do this

slim sparrow
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I think you are fundamentally misunderstanding something

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You can just put an animation in the WALKFWD, RUNFWD and SPRINTFWD slots

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Assign that override controller in your custom standing anims slot

fallow spire
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this is what i did also

slim sparrow
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¯_(ツ)_/¯

fallow spire
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jea...

slim sparrow
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Screenshots might help

fallow spire
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screenshots of what?

slim sparrow
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Your setup. The dopesheet of the walking animation, a screenshot of your VRC_Avatar Descriptor component, and a screenshot of your override controller.

fallow spire
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befor i do screenshots i still need the correct settings in general, i mean when it is a combination of things they have to be correct then only one thing would be enough that everything doesnt work.... for example the animation self, does it have to be a loop, default, once... legecy.. or something else of these settings... and so on

slim sparrow
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No legacy

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If you just post screenshots we can tell you exactly what to do

fallow spire
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and what you mean with dopesheet?

icy crow
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The timeline where you create your animation

rain reef
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you might be better off downloading something for now

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or watching a tutorial on animation

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we can only tell you how to set it up

fallow spire
slim sparrow
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@fallow spire you do not have an "avatar" set in your Animator component

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Make sure to set the correct one

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Oh nvm, it seems that might not be necessary

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Is it a generic rig?

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If so, you will need to make your own animator controller entirely.

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Take the SimpleAvatarController controller, replace the animations in there, then set that as animator controller

fallow spire
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how to replace the animation in the simpleavatarcontrolle? @slim sparrow

slim sparrow
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You open the controller and change the motion file

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If you have any more questions, I suggest looking up a tutorial on animator controllers

fallow spire
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i dont understand, on the simpleava... there is nothing to open

slim sparrow
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Click it, click "open" in the inspector and it should open a brand-new "Animator" window

fallow spire
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oh i never worked with this animator window

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what i have to do there

fallow spire
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ok i was trying something but the animation only work by themself, like a permanantly animation but it still does not react by walking or running...

sand crater
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So I recently got VR but I haven't gone around to making custom hand gestures and I was wondering if someone could run me through how hand gestures could work along with facial expressions (I have the Vive if that makes any difference)

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is the only option to bind hand gestures with a facial expression to maximize emote slots efficiently or is there something that I'm not aware of that could be used to combine hand gestures with facial expressions without sacrificing slots?

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Thanks in advance o~o

rain reef
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@sand crater You override the hand gestures, meaning, you can add a facial expression to the hand gesture, it doesnt use emote slots.

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You can add anything in the animation for the hand override

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weapons, particles, facial expressions and so on

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as long as you have it in your animation and on your avatar

sand crater
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Oh I see

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could you tell me how you do hand gestures on a Vive?

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is it the one where you hold down the trigger and press on the track pad?

obsidian vigil
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@sand crater wut

sand crater
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Because the only emotes I know of are the 8 emotes that desktop users have with F1-F8

obsidian vigil
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gestures on the vive are done by putting the thumb on a position on the trackpad

sand crater
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and it's mirrored on both controllers

obsidian vigil
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i think so

sand crater
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Oh

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when I said emote I kinda meant facial expressions, not the animation emotes

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sorry for the confusion

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;w;

obsidian vigil
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ye ye its fine xD

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whats your question though

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im a vive user

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maybe i can help :3

sand crater
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I was wondering if there are more than just 8 hand gesture overrides for the Vive

obsidian vigil
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there arent even 8

sand crater
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What

obsidian vigil
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iirc

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its 5

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in total

sand crater
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There's 7

obsidian vigil
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just thought of that xD

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fist n open hand

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never use those ^^

sand crater
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the handle has the drop key

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so that's one

obsidian vigil
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as in reassign

sand crater
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center of the touch

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and 5 around the touchpad

obsidian vigil
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center = trigger

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and grip button is just to release

sand crater
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but grip is emote 3

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Ohhh

obsidian vigil
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nah

sand crater
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It is

obsidian vigil
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grip = fist

sand crater
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A total of 7

obsidian vigil
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middle pad = fist

sand crater
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guess I'll just stack hand gestures with facial expressions 🤷

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Thanks for the replies

obsidian vigil
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👌

fierce bane
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@sand crater side note, when you go to make animations duplicate your whole avatar and animate only on the duplicate or you'll have to fix the resulting "breaking" of your avatar afterwards.
Duplicates can be deleted after you're done with them, they are not required to be kept.

main grail
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Is it possible to make custom idle aniamtions in unity?

slim sparrow
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Yes.

main grail
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Mind helping me out i tried making a crouch idle but unity doesnt like that

slim sparrow
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Oh, I'm not sure how crouch idle works in this game exactly. What are you having trouble with?

main grail
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Well the issue is that i made an animation on a duplicate model and i assumed i could just drop that animation in the crouch idle in the animation overide but the animatioln doesnt effect the original at all

high tangle
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thats a thing a lot of people have pointed out, crouch animations can't seem to be override, not sure why

main grail
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damn

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Well ill check if i can do it on my prone idle

slim sparrow
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Can anyone explain why the lock icon in the animation window keeps disappearing, and how to get it back?

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It's incredibly annoying

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The only fix so far is to reset my entire editor layout to Default

clear yew
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or add a new animations tab

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i have the same issue

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piss me off so much

onyx agate
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it may get shifted offscreen (happens alot in Unity windows)

slim sparrow
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The tab is docked on the bottom though

onyx agate
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Can someone explain me how to loop part of an animation (i have a prefab walking animation but it is 3 parts basically (start animation> walk animation > stop animation), how to keep it to the walk as i walk go to stop when i stand still etc

slim sparrow
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I think you might be able to use offsets, but I dunno

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That might not be possible if your avatar is humanoid. You are better off splitting the single animation file into three

onyx agate
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@slim sparrow not humanoid luckily .. just gotta figure out how to split the animations. 😃

slim sparrow
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Ohh, alright

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Well in that case, you should definitely split them somehow. Not sure if the Unity importer can do that for you

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You can make an animator controller with state transitions for start/stop walking

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Have a look at the SimpleAvatarController for a quick example, although I think that one might use blend trees instead

upbeat stratus
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Hey everyone, I was wondering if someone could give me some tips on how to go about doing this

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So currently I have a dance that I want to display when I do a specific hand gesture. So lets use the thumbs up as an example. In Unity I duplicate my character and create an animation dance in Unity. Everything works perfectly, it plays, I have audio all properly in as well. However when I get into VR Chat, it appears as a T-pose. Can anyone help with this?

slim sparrow
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@upbeat stratus you didn't use the Animation component, right?

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You need to put an Animator component on the duplicate model and it has to be inside your armature

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The animator has to play the dance

upbeat stratus
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I'll see what I can do

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Thanks

paper glade
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Legacy is defunct now, and was used for stuff that really had no right to use them in the first place.

slim sparrow
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Yep

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A lot of people using them for dances and stuff, or idle tail movement

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Legacy animations will probably remain throughout the entirety of Unity 2018 though, they're not going anywhere as far as Unity is concerned

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They just had a security issue so had to be removed from VRC

fallow spire
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can anyone help me please with custom walk animations?

icy crow
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5th day in a row 🤔

fallow spire
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still the same problem .... i need help until the end and not some little parts of it

supple oxide
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My blink animation was a legacy animation, fixed it now tho

acoustic nest
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Goes through the whole process of making an animation to using the controller to get it moving

fallow spire
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@acoustic nest in general my animation is finish but IDK why it doesnt work

acoustic nest
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There is more in there than make my an animation

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If you have finished animations then just watch the parts about plugging them into the controller

fallow pier
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I have an animation in game that doesnt work and starts popping in and out like flashing but in unity it works fine? Can anyone help?

fallow spire
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do i need a custom idle animation if i have a custom walk animation?
and i did the same like in the video but the animation works also by other walk directions or by it self... so idk what the correct settings are

smoky fossil
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Ok so I got this avatar that has 6 pistons rigged with bones on his back, my question if i make an animation in unity that makes them move in a looped animation will VRchat strip the animation when i upload it? I want it so it is always runiing on the avatar and not a custom overide?

slim sparrow
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@smoky fossil put an Animator component on the parent bone of the pistons

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Then animate the pistons from there

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It will work ingame

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"Animation" components won't work, only Animators.

smoky fossil
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ok thanks

glad cape
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so i made this particle effect which spawns small pictures of pumpkins with rate over distance. first i was using the flat lit toon shader and the effect worked but was only visibly in my camera and other people couldnt see it at all. then i used the particles additive shader, now i can see it also in the mirror but other people still cant see it. the exception is the "murder" world, there every body can see it but its at a different place: the hips and i cant move it with the hands. in the mirror of that world it still works fine tho.

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anybody knows how to solve this?

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oh and when i look at it in the camera the pic is rotated by 90 degrees for some reason

plush bobcat
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So, I finally succeeded in converting an MMD model to a VRChat one. My problem now is that either I don’t know how to trigger my custom emotes, or my custom animation overrides don’t work. The overrides are supposed to replace the default emotes like Wave and Clap, right? Whenever I click on them, the default ones are triggered instead of the custom ones. Can anyone help me on this? Thanks in advance!

muted prairie
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Did you override the controller in the avatar descriptor ?

plush bobcat
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Yup.

muted prairie
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The three ?

plush bobcat
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3?

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do you mean the standing and sitting?

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anim?

muted prairie
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There's a controller to replace in the animator, and two in the avatar descriptor

plush bobcat
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Ohh, I see... I didn’t know I had to replace the ones on the descriptor. Thanks! But this should replace the default ones, right? Or are there specific keybinds?

muted prairie
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It should replace the default ones, yep

plush bobcat
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Okay, thank you! finally some fortnite dances haha

pseudo canopy
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How i can save the custom animations for the avatar?
I modify the CustomOverrideEmpty, but how i can put it in the avatar?

slim sparrow
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In your avatar descriptor, put it in Custom Standing Anims

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@pseudo canopy

pseudo canopy
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thanks

frosty pendant
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Hey could someone help me out? I wanna make a stencil sphere I can put on people's head that when they look around see a different world. But how do I have to set it up so it's only visible from inside?

tulip jacinth
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so i've been googling for he past 2 hours

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and maybe its just that im bad at it

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but

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How the FUCK do i get custom scripts to work, since when i write one the sdk just tells me im not allowed to use it

frosty pendant
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afaik custom scripts are still not allowed for vrc

slim sparrow
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Yeah, you can't use them

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The SDK tells you you can't as well, not sure why you think you can

tulip jacinth
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everytime

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i asked somebody how they made something cool on a model

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they just tell me yeah just asuiohndjkjasndjASNDjl,sandj ,ansk in the script and do a cheeky aosihjdoiasjdklasjdklasjhn

slim sparrow
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Can you give an example?

tulip jacinth
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somebody threw a ball at me at it stuck to me for a bit then dissapeared

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i asked him how he did it

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and he said he used vrc_trigger

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but then i google it

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and they removed that last year

pseudo canopy
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@slim sparrow the avatar is still in T-pose when I load it in vrchat, I have to press something after putting the file of the custom movements in the avatar descriptor?

slim sparrow
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Your model must have an animator, the VRC_avatar descriptor component must not be on "body", and your model must be configured as humanoid.

pseudo canopy
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You mean the animator with the runtime animator controller?, also the avatar descriptor i dont put it in the mesh or the bones, and my avatar is in generic because have MMD bones and the motion is from MMD.

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@slim sparrow

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oh wait

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i see the problem with the humanoid config

steep seal
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Hi uhm, how can I make flame particle move alongside with my eye in vr?

fierce bane
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I'm not sure exactly what you want there...
Do you just want it to follow your avatar's eye socket? follow the eye movements? Do you want it on your screen in front of one eye?

steep seal
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Yes

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It works well for desktop

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But in vr it's staying on the same level

steep seal
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When I make it local it dissappears

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too

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And Thank you

thorny cloak
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Can anyone help me, im trying to make a tail wag animation on my model but whenever i rotate it to the starting point I want, and set the angle, it resets back to 0

icy crow
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do you have a dynamic bone on the tail?

thorny cloak
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Yea

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@icy crow

icy crow
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copy the dynamic bone component so you don't lose the values, then delete the dynamic bone from the tail

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make your animation then put the dynamic bone back and paste your values in

thorny cloak
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You are a legend thank you so much

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I actually done fucked up and have another issue, never had it before because ive never done this idk if u can help buuuut

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when I went to make the tail wag animation I forgot to click off of my main model and I added an animation onto the Main character... I quickly realised my mistake, deleted the animation, and started working on the correct one (The Duplicate)... Lo and Behold when I got done (just now after your help) and Un-Hid my main model, it is in the animation pose (you know the squatted down, hands in front type thing) not in T pose anymore... did i fuck up bad? or can I reset it back to T-Pose?

stray sinew
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@thorny cloak Open pinned messages and its the second one to fix that pose

thorny cloak
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AYYYYYYYYYYY

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Fuckin legends thank you guys so much

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thorny cloak
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Ok one last thing

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Calling all animation experts

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I did everything in a tutorial video on youtube and it all works right, I press play on the top of the screen and my characters tail wags like it should... I import the model to VRChat and it doesnt work... I followed all steps in the tutorial, can link it if needed.

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@icy crow @stray sinew Idk if u guys know why or not

lavish scaffold
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@thorny cloak Are you using an Animator component? (top) or an Animation component? (bottom) https://imgur.com/a/nQLOCvA VRChat no longer supports Animation components

thorny cloak
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@lavish scaffold Thank you for the help, Along with your help and a thread I found on google, VRChat doesnt support legacy animations anymore, so i gotta use a conttroller, thank you so much

forest flicker
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does anyone know how to make dynamic bones active during MMD motion dance animations?

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or is this even possible?

hollow perch
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what do you mean? I think dynamic bone components will remain active regardless of being in an animation (e.g. i've seen hair moving in the MMD world). I also don't think it is possible for an animation to control the enabled state of anything other than the first Dynamic Bone component in an object, so I guess if you want to make sure nobody messes with it you can make the first dynamic bone empty and unchecked, and add another one that does what you want.

sand crater
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So I made some facial expressions with blendshape and when I go in game and enable them, even though there are no hand movement/position in the animation, my hands form this shape like it's holding onto something

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what's the cause of it and how do I stop it from happening?

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I think it's linked to that weird position that happens when you do animations

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however even when the animation doesn't have any finger movements it still returns to that weird shape and I don't know why

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it has never happened before

flat cipher
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You have to remake the hand gestures

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As far as I know

sand crater
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How?

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is there a copy-paste from the original? If so, which file is it?

flat cipher
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By animating the fingers into the shape you want

sand crater
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but why can't it remain default?

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All my previous animations never had this problem

flat cipher
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I'm not sure, but when you create an animation it just puts it into that weird pose.

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You can grab a pack of default gestures on the internet if you search around a bit

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I don't think you can copy paste default ones

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But if I'm wrong I'd like to know how too

sand crater
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Okay, I think the newer SDKs changed or something because I re-uploaded an old avatar that was fine and it still has the same problem

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The thumb is still messed up

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I applied the animations that you sent me and it's still messed up

flat cipher
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I usually make my own hand gestures with muscle editor

sand crater
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Yeah, that's not the problem

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I don't understand Unity

flat cipher
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What do you mean by thumb being messed up

sand crater
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it's bent outwards

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it's deformed

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like it's been bent

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like, I can't even have just a plain non-moving hand now

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it's just this weird gripping position with a deformed thumb

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like I broke my thumb bone

flat cipher
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How does the thumb bone look in blender

sand crater
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Looks fine

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I'll send a screenie to you

hollow perch
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Could be a weight painting issue. Make sure it looks good in pose mode if you rotate the arms and fingers

oblique hawk
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hallo
i fallow the instructions how i can make working open close door animation,controller and trigger.
and everythong is fine.
and i fix any incorrect parent folder and object inside of it to correct possition
bu i still have same problem...
and on animation play parent and inside door object are spawned in a incorrect possition.
here is screenshot of the problem

https://cdn.discordapp.com/attachments/441889756750675969/508000337311825941/afaf.JPG

please help.

grand sonnet
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Hi,
Is it possible to add an animation override to a 2D avatar?
I'm trying to make it so the material of my 2D avatar changes when I change the hand gesture ingame, but I can't get it working and there doesn't seem to be any tutorials.
The "animation" right now just consists of me hitting record in unity and dragging the material onto my character. I can see the change in the animation window but not ingame.

Any tips or alternative means of achieving this would be appreciated. https://i.imgur.com/B2DFdAo.gif

flat cipher
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I don't see why that wouldn't work. Do gestures even work for non humanoid avatars though?

clear yew
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no

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only humanoid type rig can use gestures

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people usually make a "dummy" armature to use it with generic rigged models

flat cipher
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Yeah but be careful what you parent your avatar to to prevent it from jerking up and down when you walk, or override the walking animation

grand sonnet
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Darn. I'm completely new to this so not sure how to proceed, but I appreciate the quick answers. Any additional tips/tutorials/steps you could recommend?

flat cipher
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I'd just borrow the armature from another avatar of mine and parent the plane to one of the bones

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Then export it. If you're using cats make sure to untick remove zero weight bones

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Plane should probably be parented to hips

grand sonnet
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I shall give this a try, thanks!

void pasture
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Ive seen people use there emotes to spawn in an object and it gets placed in the world. How do you do that? if its allowed

icy crow
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fixed joint

flat cipher
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And a rigid body which comes with it

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You can also use particles to spawn meshes

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But that would be more limited

void pasture
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still cant get it to work, but thanks for the help. I'll just figure this out some other time

grand sonnet
stuck ferry
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Does anyone have a tutoiral on how to add a sound effect to when i basically slap my hand

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So it makes the slap sound? It'd really help me out

flat cipher
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I think you might be able to just make a blank animation and stick it into the movement animation override

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But you'll likely need to move it up a bit since when you create a new animation it sticks it into the ground

stuck ferry
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I have no idea how to do that 😂

granite notch
slim sparrow
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@grand sonnet if you want it to wobble less, put the 2D thing outside of your armature

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Unless you need crouch and prone to work

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In which case just make "blank" walk and idle as said earlier, just set the Root Transform Y property to 1 and nothing else

bold loom
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How can I do a blink animation since legacy animations no longer are accepted, and the cats plugin wont work with my avatar?

slim sparrow
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Put an animator on the body @bold loom

spark fox
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I mean

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He'll need more info than that

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But yea

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That's the start

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What ya need to do is when you place the animator on the body, you then create an animation which uses the shape keys of the body

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Click record when you create the Animation clip

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And then go to the body, click the drop-down where it says Blendshapes

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You'll see this in the Inspector

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Make the first keyframes zero, then put like at least 3 seconds between that and the next frame

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The next frame you'll want to animate will also have a value of zero, then the third will have a value of 100, then the fourth will have a value of zero again

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Simple setup

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I'd describe it in more detail but typing on my phone is bleh

torpid wadi
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Is there a way to increase your character's distance from the ground with a gesture

Without jumping

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Thinking of having a platform that temporarily raises me up but im not sure how to go about it

hollow perch
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Moving your actual eye/view position isn't possible without collider/jumping/moving the playspace... but you could do something by swapping your real legs for fake so you will be squatting on the platform though your head and hands will have to stay in the same place

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Collider might be doable if you can drop the box collider into world space using a fixed joint... you would still probably have to jump. Haven't ever tried this though

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Alternatively you could do it as a visual effect in the shader like you could shift the world space y coordinate by some amount that is a parameter you add to your shader and you can animate shader parameters in the animation. But this will not move your viewpoint and for you it will appear not to work in mirrors/camera so hard to test, and the safety system is another wrench because the vast majority of users on default settings don't see custom shaders so they will just think you look broken unless you are lucky to be trusted

ivory lagoon
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i accidentally added an animation to the default model and it moved into the animation pose, how do i reset that?

hollow perch
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Check the pins

ivory lagoon
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ah thanks!

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hm, i can't find the animation file for that?

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there's that avatar?

muted prairie
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Did you find the correct path like shown in the album ?

ivory lagoon
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yeah

muted prairie
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i can see it in your image actually

ivory lagoon
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i found it so i'm good! but

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everything's mapped correctly, i'm not sure what i'm missing?

muted prairie
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It's not 😉

ivory lagoon
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what am i doing wrong? the model is rigged humanoid and everything

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prefab isn't broken

muted prairie
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Check your fingers

ivory lagoon
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all mapped/green

muted prairie
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In that case, apply, done, save scene/project, close unity and launch again

ivory lagoon
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still says the same thing

muted prairie
#

Try disabling the gameobject entirely then re-enabling

ivory lagoon
#

still says the same thing... i have no clue what's going on w/ this sdlkfjs

#

what's odd is that it's yellow errors for the animation model but that red error for the regular model?

muted prairie
#

Your animation model shouldn't have a descriptor

ivory lagoon
#

i tried to remove the descriptor but it didn't change anything

muted prairie
#

Have you tried unmapping something, applying, closing, and then remapping ?

ivory lagoon
#

when i unmapped something and tried to upload it said that it wasn't rigged humanoid

#

then when i remapped it it shows that other error message again

torpid wadi
#

@hollow perch yeah i'm not aiming for the viewpoint changing
i just want to achieve an effect of like having my avatar look like it's being lifted up a bit during an animation

#

also i'm trusted already so it shouldnt be a problem most of the time

unborn geode
#

does anyone know what is wrong

stray sinew
#

I think you need the armature selected when you import

#

@unborn geode

unborn geode
#

it works when I use the original PMX file but the dance isnt correct it goes all over the plcae

#

and when i fix model it doesnt move

torn pawn
#

@unborn geode u need to use scale 0.1 on import vmd

wary parcel
#

@ivory lagoon Post a picture of your bone hierarchy

#

You sure have something mapped wrong, so that unity does not know that you have the whole setup correct

#

Usually it is caused by the bones you have mapped is not weightpainted

ivory lagoon
#

@wary parcel thank you for getting back to me! i had to just delete the model and duplicate the animation model, change it back to tpose and it worked. that was way more complicated than it had to be haha

#

still not sure what the issue was

wary parcel
#

😘

unborn geode
#

When i fix the bones on the model it doesnt work

stuck ferry
#

So I don't know if anyone has a tutorial for this but here we go, what i'd like to do is add a hat to my avatar but when i do the handgun gesture the hat comes off the head and into the hand do you have any idea how to do that? If so It'd be much appreciated if you could tell me 😃

clear yew
#

I have a single bone I want to turn in an animation, but when I rotate it, it just resets and doesn't create a property. Help?

eternal topaz
#

@stuck ferry what you could do is have two hats, one that is in the hand and is disabled, and another that sits on your head. You can animate the two hats getting enabled/disabled when you do the gesture

stray sinew
#

@clear yew Is bone part of a dynamic bones line? Usually the cause of the resets

sand crater
#

Are toggle animations a thing

#

in VR

slim sparrow
#

Xiexe's inventory system has toggles

sand crater
#

Hmm, okay

reef valve
#

this has been racking my brain how do people have avatars with start up animations that make there avatar invisible until the animation is finished. i got the animation to work on start up but the actual avatar body is still visible. or if i hide it and make a animation to get it to reappear it just doesnt work. any help would be appericiated thanks

sand crater
#

Wait what?

#

Isn't it as simple as hiding your entire model within an animation?

#

just like any facial expression

#

the hand gesture slots

reef valve
#

heres what i mean i found a avatar that starts up and smashes into the ground and after the animation is finished the controlable avatar appears

sand crater
#

Welp, can't help since I have no clue how animations work, only facial expressions and the very basics

reef valve
#

ive tried hiding meshes ect i just cant get them to reappear

sand crater
#

🤷

slim sparrow
#

Stencils

obsidian vigil
#

isnt that literally any animation tho

slim sparrow
#

Or an animator on the body

obsidian vigil
#

just swap your material

#

and poof ur gone and reappear when its gone

slim sparrow
#

Yeah, but an automatically triggering animation on spawn is pretty difficult on humanoid rigs

#

Unless you break your model's prefab instance and put the body under an animated game object.

obsidian vigil
#

it wasnt when we could still use legacy :/

slim sparrow
#

Yepp

obsidian vigil
#

im still not used to the new methods

#

;- ;

slim sparrow
#

People told the devs that on the Canny but they don't exactly take that into account

#

I already suggested an alternative to legacy but it's unlikely to happen soon

reef valve
#

il try a body animation the drop in part works fine on startup its just the hiding the avatar im having issues with il try that and see what happens thanks

sand crater
#

I'm still waiting for a better emote system

slim sparrow
#

Same

sand crater
#

I mean, I can already think of multiple possibilities/layouts

#

double amount of hand gestures by having each controller having it's own unique controller

#

or combinations

slim sparrow
#

Well, that's what custom animators on humanoids would solve

#

Along with spawn animations

sand crater
#

as well as combinations

#

so you can have your finger on the left controller + the other touch wheell

slim sparrow
#

The devs don't really see hand gesture overrides as the future so I doubt they will expand on it at all

sand crater
#

so more than enough slots

#

Oh

#

really?

#

they don't think so?

slim sparrow
#

Well no, they've said so multiple times

sand crater
#

That's surprising

slim sparrow
#

They want to implement a better system because the current system is made for, well, hand gestures

sand crater
#

I wonder when that'll happen

slim sparrow
#

Two years, maybe more?

#

lol

sand crater
#

I also wonder how hand gestures will be a thing with the knuckle controllers

#

since there's only a super small touchpad

tender latch
#

Alright now I need help

#

Vibe or oculus

#

Vive *

slim sparrow
#

Hand gesture overrides probably won't be a thing on knuckles at all

#

You just make the hand gesture you want

sand crater
#

That's sad

obsidian vigil
#

then how the heck would i trigger animations?

slim sparrow
#

That's not the sad part

#

@obsidian vigil that's supposedly one reason why they want a better action system

obsidian vigil
#

i mean, doesnt the input stay the same for the knuckles?

#

i read the XR docs

#

the input can be remapped

#

its literally the same, just different values to read out of

slim sparrow
#

Yeah, but it's a bit of an either-or system

#

They wouldn't be able to support the current hand gestures and full hand presence at the same time

#

Unless they do some weird animator magic

obsidian vigil
#

they should be able to

fierce bane
#

I mean...you really just need Idle+5 gestures to cover all the fingers...so it shouldn't be that difficult

obsidian vigil
#

for example

#

heres the input

#

if you map the knuckles input onto the oculus input

#

there shouldnt be any problems

#

knuckles are closer to the oculus controllers, rather than the vive wands btw

slim sparrow
#

Yeah I know, but that's probably not the direction the VRC Devs want to go in

obsidian vigil
#

🤷

#

from what i can tell

#

therell either be a third group on vrc

#

Desktop, VR, and Knuckles

#

or theyll find a way to use a shared input system

#

thought i think the first option is more realistic

#

with a completely split system just for the knuckles themselves

tulip jacinth
#

how would i go about making an onavatarhit trigger, since the vrc_trigger doesn't work anymore im kinda lost

obsidian vigil
#

the vrc trigger still works 🤔

#

if it didnt there'd be a lot of angry people

tulip jacinth
#

Everytime i use it the sdk tells me i can't

slim sparrow
#

You're not trying to use it on an avatar right?

tulip jacinth
#

no on an animation

slim sparrow
#

In a world?

tulip jacinth
#

Da

slim sparrow
#

What do you mean "can't" though

#

Got a screenshot?

tulip jacinth
#

wait i'll look through the chat first

#

i should have done that in the first place

#

i'll come back if i can't find it

obsidian vigil
#

that makes no sense

tulip jacinth
#

no

obsidian vigil
#

da heck

tulip jacinth
#

i mean this chat

obsidian vigil
#

ye but

tulip jacinth
#

so i dont waste your time

obsidian vigil
#

are you working on an avatar

#

or on a world

#

simple question

#

that can solve this whole mess

tulip jacinth
#

Avatar

slim sparrow
#

...

tulip jacinth
#

somebody told me thats how i did it

obsidian vigil
#

then its simple

slim sparrow
#

You cannot use VRC_Triggers on avatars at all.

obsidian vigil
#

triggers cannot be used on avatars

slim sparrow
#

Which is why I asked.

tulip jacinth
#

Alright

#

but

#

the question still stands

slim sparrow
#

It would help if you explained what you were trying to do

#

Or rather what the end goal was

tulip jacinth
#

oh just make a ball explodes when it touches somebody

#

becasue i saw somebody else do it

#

and i wanna do it aswell

slim sparrow
#

Make a particle system and have it collide on Player and PlayerLocal

#

Use a subemitter to spawn the explosion on collision

tulip jacinth
#

Just on collision

#

?

slim sparrow
#

Yes, that is what I said.

tulip jacinth
#

alright

obsidian vigil
#

and set the emission in the sub particle system to bursts instead of over time

tulip jacinth
#

I'll try that :)

obsidian vigil
#

👌

tulip jacinth
#

sorry for @'ng but @obsidian vigil should i have the sub-emitter particle system on active or not?

obsidian vigil
#

have it active

#

it only spawns when it collides

tulip jacinth
#

alright thank you

obsidian vigil
#

its parented to the other system anyway

#

so if you disable the top one, the bottom one will be as well :3

tulip jacinth
#

tysm <3

obsidian vigil
#

np 👌

torn pawn
#

@tulip jacinth drag the subemitter out of the parent particle (make sure it's always active), disable play on awake, this will make so the subemitter will stay in world until it expires after the particle system is disabled (gesture released)

tulip jacinth
#

aight

sand crater
#

What is the light setting that only creates light within a circle instead of the entire map?

#

Area light?

#

I want it to light up my surroundings

obsidian vigil
#

Spot light

sand crater
#

Oh

#

but isn't spotlight directional?

#

I want an area of affect light

#

What about Point?

obsidian vigil
#

1 sec

#

@sand crater really hoping this isnt wrong but

#

i think thats how they work

sand crater
#

Thanks

#

I’ll try out point when I’m back home

#

I think that’s what I’m looking for

tulip jacinth
#

@obsidian vigil are you like a god

clear yew
tulip jacinth
#

ARE YOU A GOD ASWELL vrcwow

obsidian vigil
#

@tulip jacinth i aint no god, ive just been doing this since september last year 😂

#

with time, comes knowledge 😛

tulip jacinth
#

god tier knowledge

obsidian vigil
#

Thanks 👌

tulip jacinth
#

trivia for you

obsidian vigil
#

if my knowledge is god tier, i dont know what tier Rokk is on 😏

#

or Svelsien

clear yew
tulip jacinth
#

can't use emotes :(

#

this is so sad Emmitt

clear yew
#

Alexa play Despacito

prisma trout
#

hey is there a shader witch only shows in the dark and glows while showing

clear yew
#

any shader with emission

prisma trout
#

but how can i make it emit only when not lit up

torpid light
#

You could probably scale the emission with ```
float3 ambient = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
float3 emission = emissionColor * (1-length(ambient));

prisma trout
#

i gotta be honest with you, i dont even know where to put that

torpid light
#

although that won't take into account direct lighting

#

it's hlsl code for a shader

prisma trout
#

i barely scratched shaders so far

torpid light
#

you'd need your own shader if you want to scale based on light level

prisma trout
#

could i use an emitter shader as base and edit it with this?

torpid light
#

probably i'm not sure what you mean by emitter shader but if you mean a shader with emission, yes

prisma trout
#

yeah thats what i meant, one that emits light

#

i'd have to make it cutout to make my idea work tho

#

basicly what i want to do is a glow in the dark tatoo that changes the models style

torpid light
#

if it's a surface shader look for

o.Emission = (some sort of code here);

and instead do

float3 emissionColor = (some sort of code here);
float3 ambient = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
o.Emission = emissionColor * (1-length(ambient));
prisma trout
#

hm okay

#

ill try

torpid light
#

and (some sort of code here) should be moved to where i put that same thing in the 2nd code block. So if it was

o.Emission = tex2D(_EmissionTex, i.uv)*_EmissionColor;

you'd do

float3 emissionColor = tex2D(_EmissionTex, i.uv)*_EmissionColor;
float3 ambient = float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w);
o.Emission = emissionColor * (1-length(ambient));
prisma trout
#

ah i see

torpid light
#

you could also use UNITY_LIGHTMODEL_AMBIENT.xyz instead of float3(unity_SHAr.w,unity_SHAg.w,unity_SHAb.w); I don't know if that 2nd one depends on light probes in the scene or not. I don't think it does but it might

ivory laurel
#

Hello! I've been making an avatar for a while and I wanted to implement a few of my own animations. Since the avatar isn't really a human, I gave it a generic rig, and the animations worked, however the visemes did not. So I made a fake armature and added it. And now, all my animations don't work, they just show my avatar standing in one place and the visemes still seem to be broken. Any ideas what could be the problem?

slim sparrow
#

@ivory laurel walking animations on humanoids cannot move any bones

#

Except those defined within the humanoid rig

#

As for the visemes issue, no clue. Make sure all slots are filled in.

ivory laurel
#

No no no, I mean animations like ,,Flip'' ,,wave'' etc

slim sparrow
#

And make sure you're not using those visemes in an animation

#

Backflip probably only controls the fake armature and not the generic rig next to it

ivory laurel
#

Oh, I think i actually left one of the visemes empty so I'm gonna try to fix it now

#

Thanks

steep seal
#

Is there any way I can make a trail for my eye?

clear yew
#

trail renderer i guess

obsidian vigil
#

particle system with a trail component

#

in world space

steep seal
#

Example pls

obsidian vigil
#

create particle system

torn pawn
#

trail renderer

obsidian vigil
#

enable trail

#

done

steep seal
#

I've made dat

#

But I get weird pink

obsidian vigil
#

you need to assign a trail material

#

in the renderer section

steep seal
#

I did

obsidian vigil
#

tweaked, trails can look like that

steep seal
#

Fun thing

obsidian vigil
#

its basically

#

play with it

steep seal
#

I actually do for this model

#

But I mean

obsidian vigil
#

until you like it

steep seal
#

Trail when I move

obsidian vigil
#

ye

steep seal
#

For vr

obsidian vigil
#

did you tick work space?

#

oh

#

i mean

#

thats more of a trail renderer then

#

like the guys above said

#

its a standalone component

steep seal
#

But I don't know how to set it

obsidian vigil
#

called "Trail Renderer"

steep seal
#

Can I send u a pic?

#

I'd still don't get it

#

I get the pink thing

clear yew
#

assign a material to the trail

steep seal
#

How tho

#

OH W8

#

NVM

#

Is there any way to make it "smoother" tho?

ivory atlas
#

You want a line like the snail pens?

ivory laurel
#

Part two of struggling with animations. Gentlemen, it appears, that all my animations are destroyed whenever I try to change the (Rig)animation type from generic to humanoid, exactly when i apply these settings:

#

wait i can't paste the screenshot here

#

welp

#

Exactly after I agree to : ,,Unapplied import settings for 'Assets/character.fbx' ''

#

(and I click Apply)

#

Do you happen to know what should I do in this situation?

#

Nvm, I should have thought about this. I fixed it by making a dummy avatar and taking its animations and putting them in my custom settings. Animations(emotes) are working, but my visemes aren't. Have I set something wrong?

clear yew
#

How to prevent the Idle animation from using Inverse Kinematics inside of VRChat?

#

So that it looks the same as it looks in Unity.

slim sparrow
#

Make the avatar non-humanoid

#

What's the problem specifically?

clear yew
#

@slim sparrow Ah well.

#

That kind of removes so many animations.

#

But thank you.

reef valve
#

I managed to figure out the hiding the body part of the animation you need to create a empty and put your meshes in there then make a animation to turn them off and on

pseudo iris
#

anybody have or knows where to find the My Boo dance?

violet moss
#

So is it not possible to manually kick off an animation state machine / restart it, on an avatar?

spice urchin
#

i got a problem with enabling animators

#

works just fine when i change bone rotations but when i change blend shapes the values refuse to reset to default

#

hip animation

#

and it resets the hip animation correctly

#

but it does not reset the blend shapes for the other

abstract current
#

Is there a way to replace the lip sync with your own animations?

#

without shapekeys.

#

in my case I was thinking changing the texture for the animation

muted prairie
#

Through gesture overrides ?

abstract current
#

no

ivory atlas
#

so you want animations for O AH OH

#

well replacing them

abstract current
#

not trying to use shapekeys tho,

torn pawn
#

@spice urchin have you tried with 2 states, where 1st is resetting it to default (or giving -100, if the blendhshape was set to 100), where 1st state would be around 1.5-2 seconds~

spice urchin
#

what

#

idk how to manipulate animator params if i did i would just use a bool and toggle between 2 anims

#

and i don't think it plays any anim when disabled

torn pawn
#

or you can have an extra animator that is enabled by default, but you disable it when using gesture, and when u let go of it, the animator is enabled again meaning it resets the shape@spice urchin

spice urchin
#

yea but its to handle the face shape keys so

#

cant have a 2nd animator

#

does anybody know the class for an animator param

torn pawn
#

Body can't be under game object, right?

spice urchin
#

i want to keep prefab so can do updates

torn pawn
#

you can't change params with gesture, from what I know

spice urchin
#

happens in unity also see

#

mouth stays open

#

not resetting

torn pawn
#

question is tho, why do you use animator for it?

#

it can be a gesture

spice urchin
#

bc i want it 2 move

#

like the panting and the tail wagging

#

cant be only a gesture

clear yew
#

How to i make an object stand til when i move around in my animation ?

flat cipher
#

Put a rigid body onto it and a joint that's not connected to anything (will defualt to world)

#

Lock rotation and position and/or gravity if you need because that will make it drop with gravity

clear yew
#

thank you 😃

flat cipher
#

Also keep in mind that it it's not perfect. It will jitter everytime you move and might stick to your camera locally, but stay in place for others

clear yew
#

ok

flat cipher
#

I have a ragdoll that I spawn and go invisible as an avatar and it's stuck to my camera and spazzes out and stretches all over the place, but looks normal to everyone else

obsidian vigil
#

@flat cipher yup, i have that with my genji as well ^^

#

But i guess its just a clientside thing

flat cipher
#

Whenever you move it seems to try to move the object to where it would have been locally without the world joint (since it's still parented to you), so it turns with you but then the joint takes over

#

That's why I'm assuming it jitters when you move

#

And it's stuck to your camera rotation with some voodoo magic locally

fierce bane
#

make sure you set both drag to "Infinity" it helps a lot with the jitter

slim sparrow
#

Not sure how much it actually helps

#

But it hasn't hurt the few times I tried world objects

granite sapphire
#

Quick question, is there a way to material swap at a precise timing in animation ? Since legacy is now removed.

#

And we can't disable/enable animator in a gesture ( would've been to easy eh ? )

clear yew
#

yes

#

and yes you can

#

but it's a bit more work

#

easy but annoying

granite sapphire
#

👀

#

Any tut out there ?

clear yew
#

kinda

#

it's a tutorial about how to make a state machine system

#

but it explain how to enable or disable an animator component

#

you need a property called "behavior"

spice urchin
#

still cant fix the problem

#

and its not called behavior the keyframe is

granite sapphire
#

Unity 2018 when

#

QwQ

spice urchin
#

idk y blend shapes not reset but positions do

clear yew
spice urchin
#

unity triggering moi

clear yew
#

either do what he is doing here

#

or find a toggle system

#

and copy paste the behavior property from them

#

and use F2 to modify the path in the animation

granite sapphire
#

Holy hell the steps

#

Thanks 👌 i'll look into it when my material is done i guess lul

obsidian vigil
#

whut

#

just go to the keyframe

#

drag material onto the model in the scene

#

and theres your keyframe

flat cipher
#

It's not going to stay when the animation ends tho

granite sapphire
#

@obsidian vigil read again.

spice urchin
#

u can also merge them if u know shader code and set up some toggle

clear yew
#

@spice urchin the property is called behaviour tho ?

obsidian vigil
#

@granite sapphire wdym

spice urchin
#

u can even have 2 of the same mesh and have the material be dissolved

granite sapphire
#

"at a precise timing".

obsidian vigil
#

yes

#

just drag it in when u wanna swap

#

at 30 s

spice urchin
#

in unity

obsidian vigil
#

drag it at 30 s

#

thats bout it

spice urchin
#

in the animation file it has a different name

clear yew
#

i only answered about the activating an animator component btw.

granite sapphire
#

Yayaes

clear yew
#

but switching material is easy too

#

go into record mode

#

drop the material on the model

#

it will create a key frame for it

granite sapphire
#

I believe I can't change settings of a parents ?

clear yew
#

and just move it where you want on the timeline

spice urchin
#

put the animator in the models u want to change

#

if u use state machine u can run a toggle on and toggle off

granite sapphire
#

Yeah, can't change settings of a parents, that's what i though.

#

And changing the material in the gesture would just change it at first frame, which i don't want since i want to change the material at a precise time of the whole animation

#

Sooo, behavior time 🤔

clear yew
#

yep

#

you want to change a material on your model directly ?

granite sapphire
#

Yeah, on the body mesh

clear yew
#

put an animator component on the body mesh

#

and animate it

#

and then activate that animator with a gesture using the behaviour property

slim sparrow
#

You can't animate parents unfortunately

#

Legacy can, this is what the Japanese people were using legacy for

#

And it's also the exploit that got legacy removed

granite sapphire
#

Yeah, was doing it aswell

#

Ik

#

People were going a biiit to much on the parents list

#

Lul

#

no more floors yikies

slim sparrow
#

I think no more floors is probably the most innocent part of it

#

Legacy was literally just as bad as VR IK since you could call Unity Actions with them too

granite sapphire
#

no more nameplate, changing color of it, changing material of everything

#

Kappa

slim sparrow
#

Which means spawn anything

granite sapphire
#

Japan shrine in miko outfit texture everywhere was kinda weird to see

#

Sadly i didn't take any screenshot

#

:<

slim sparrow
#

Lol

#

I've seen people spawn a world inside another world using that

granite sapphire
#

Lmfao

slim sparrow
#

I'm glad webpanels were gone already or we'd have a problem

granite sapphire
#

I remember that a bit

#

Opening chrome in background

#

Oofy

slim sparrow
#

It was bad enough in worlds already (have to be approved to be public), imagine if anyone could just bring one in on their avatar

#

And then spawn triggers that spread the same avatar to everyone else, infecting more people

#

Literally infecting VRC like a virus

#

Seems innocuous until it's already spread to like half a day's worth of players and only activates then

#

I heard rumors that this exploit was being sold too

granite sapphire
#

Oof

granite sapphire
#

Hm, and now i encounter a problem, the animation to change the material mess up the original material lmao ?

#

Holy this is starting to piss me off, i'll just not do material swap

granite sapphire
#

Me tilted.

clear yew
#

14 materials, monkaS

granite sapphire
#

Sssh, don't mind about it.

spice urchin
#

oof

#

lol

#

some dudes particles lagged so bad

#

even a 500k poly mesh didnt lag as bad

#

it kinda funy

#

but like his particles had this thing where

#

he did a hand open and switched between like 15 particles

#

with his other gestures

thorn idol
final gazelle
#

the blue slash, probably possible judging from how some games have trail effects when you slash a sword
the red spark...probably also doable if you set up the particle right, but not really sure how to do that in 3D space

#

you'd probably have to think about viewing angles

thorn idol
#

i think the effects are mostly a particle thing that is probably possible i think

#

i mean... the moves

#

the spin, can it be done... believably?

final gazelle
#

if you have it as an emote, very likely

thorn idol
#

yeah, that's the goal

final gazelle
#

if you want to do that manually in FBT...you're probably gonna break a window >_>;

thorn idol
#

i could also buy a wireless vive extension and try to spin like that in full body

#

yeah

#

i'd probably die

#

as an emote, i would have the spin and then he just calmly walks back to the starting position

#

but my issue is if the spin can be believably executed in full 3d

final gazelle
#

i'm not too good at animating in Unity itself, but assuming you know how to get motion data from MMD through to Blender and then VRChat, or via some other program/process that'd let you do a similar idea

#

rotoscope your animation on top of that video clip

thorn idol
#

i dont even know how the movement would look in that one frame between the flash and him having done the whole spin lol

final gazelle
#

as in, play the animation one frame at a time in the background, and then get your animation to match it, following it frame by frame like you're tracing it

#

hmm, looks realistic enough at a glance -- i don't see any major stylistic distortions in his body

thorn idol
#

except pulling the momentum out of nowhere of course

final gazelle
#

though yeah, may look a little odd when translated into a 3D animation at 60 fps

#

yeah, you might need to adjust it and take some creative license with it -- mess around with how it accelerates and decelerates at different points

thorn idol
#

i am pretty close to just trying again on the traders server instead

#

if someone wants to be up to that

#

but first i'd need the avatar anyway

#

don't have the dude yet

#

also good point on your side there, his body really doesn't contort away or anything, it still seems like all poses are realistically possible

granite sapphire
#

Welp, fuck that, i'm going to bed

#

( you can guess, it does not do that shit in unity. :> )

turbid bridge
#

anyone knows how to put sounds into a emote?

spice urchin
#

wait what the hell

#

bro

#

u can set animator params with animations

#

but only floats

spice urchin
#

cant seem to actually change them except through

#

editing the animation in text

hollow perch
#

Do they actually work though when you attempt to set them? I never could see the params cause any effect when setting them this way

spice urchin
#

i dont know because they reset in the editor when animating an object

#

doesnt seem to work unfortunately for whatever reason but was worth a try lol

frosty pendant
#

Hey 😋 I saw a video of a guy scanning an avatar and displaying it in the world yesterday. Any idea how that is done?

small igloo
#

How do you make a world particle with a mesh renderer have local alignment?

tulip jacinth
#

Does anybody know why windzone isn't allowed :(

obsidian vigil
#

ask the vrcteam

#

🤷

tulip jacinth
#

😢

bronze peak
#

ok calling for some help again, so i have a animations for a blink it is a customized blink, i also have a tail wag animation, i have successfully tied them into one animation, so normally i go to my avatar add animation and drag that animation on to it, i hit play always, when i hit play in unity, the tail and the blink work perfectly but not in vrchat, is there a new way i am supposed to do this, Thank YOU in advance if you know what i am doing wrong

torn pawn
#

@bronze peak I don't think you want them under the same animator, as their parent is your avatar, put the tail anim on tail bone or hips, and the blink on Body

late fjord
#

Is there any way to trigger an effect slowly with the vive controllers? I mean for example using the back trigger as "real" type from 0.0 to 1.0 instead of a discrete 0 to 1 transition? I know the back triggers have this kind of analog behavior because you can see them partially depressed in steam vr.

slim sparrow
#

@late fjord yes, but only if you put the gesture on the Fist slot

#

Which also makes it partially stuck until you use another gesture

late fjord
#

Do I still need to make the animation just 2 frames long, and then the parameters between those are interpolated somehow? For example if I want to make a laser gun's beam thicker and sound deeper, change the material color etc.

obsidian vigil
#

tbh i doubt thats possible

clear yew
#

yes

#

animations on the hand gesture slot in the override controller

#

can't be longer than 2 frames

obsidian vigil
#

@late fjord you could have it switch on a set interval

#

by activating an empty object with an animation that delays a second animation for a given time

torn pawn
#

they can be longer than 2 frames, the thing is that it takes 5x longer to go back to default state, you can use 10 frame animation for gesture, but that gesture will be locked for almost 1 second

#

and yes, to get longer animations you enable whatever else that has the actual animation on it

late fjord
#

Yeah, I was hoping I could smoothly control some parameters with the trigger and not be tied to some animation of a specific length in time domain

obsidian vigil
#

nope

#

at least not with any method im aware of

slim sparrow
#

The harder you press fist, the more weight is put on the animator layer.

#

It should interpolate between default and gesture values depending on how hard you press.

spice urchin
#

anybody know yet how to fix the thing where

#

blend shapes not reset when animator disabled

rustic hamlet
#

Anyone have any tutorial/advice on how to create projectiles/lasers?

flat cipher
#

You can do that with particle effects that spawn meshes. They can have colliders and spawn impact particles on death too

#

You don't have to spawn meshes tho, you can use regular particles too

spice urchin
#

how people make single fire weapons with bullet hole

clear yew
#

Things like that involve particle work.

#

Which sadly I don't know about.

spice urchin
#

ye but i can only get liek

#

auto fire weapons with bullet holes that arent rotated

#

not single fire with hole in right direction

clear yew
#

the holes are mesh particle i guess ?

spice urchin
#

idk

clear yew
#

?

full sluice
#

.>

clear yew
#

@clear yew Should be.

#

world mesh particle dont turn properly in unity 5.6

#

you need a shader for that

spice urchin
#

how to make single fire tho

#

instead of rapid fire

#

and leave hole for a bit

clear yew
#

make the particle system shoot only 1 particle

#

set it to not loop

#

activate the collider and subemitter module

#

and make it spawn a bullet hole sub emitter particle when it collide with the environement

spice urchin
#

ye but won't it disappear every time it turn off

clear yew
#

leave the system on by default

full sluice
#

only if you have it so the particle system turns off when you release the gesture. you can have the particle system always active but have the emission set to 0 when inactive.

clear yew
#

and only activate the emission module

full sluice
#

or that

spice urchin
#

yea but if max particle is 1 u cant fire twice right

clear yew
#

make it bigger then

spice urchin
#

and doesnt loop affect whole thing not just emission module

grand sonnet
#

Hi, anyone happen to have a clue why my gesture-triggered material change isn't visible to myself anymore in game (but is still for others) after the latest update?

clear yew
#

it's a known bug

#

since the last update

#

sit back and wait for them to fix it

#

you can't do anything currently

grand sonnet
#

Alrighty, thanks!

granite sapphire
#

They fucked up mirrors again, right ?

small tapir
#

My eyes on my model are getting pushed out in animation in unity anyone know what this can happen?

#

nvm

bronze peak
#

ok so it looks like they remove the ability to use legacy animations, so originally you had to hit legacy to get it to work and now when i un check it does not work, any other ideas i tried to separate my animations one on the tail and one on the body but then it does not work in play mode in unity nor vr chat, i also tried following this, https://s2.gifyu.com/images/chrome_2018-11-07_20-35-00.png THANKS IF YOU CAN HELP

hollow perch
#

@bronze peak If you move animation clips to a different place in the avatar, you need to redo the animation or edit the path (F2 key) for each row in the animation to delete the parts of the hierarchy that are above it. Also make sure your animations are not marked legacy and they are in an animator controller in an animator component in each place in the heirarchy

cobalt dew
#

I know a lot of avatars from avatar worlds have things (normal a duplicate model) that can be dropped in place using a fixed joint with no connected body. Recently someone told me that there was a better way to do this where it doesn't have to be picked up from the same location you dropped it to not desync for others. I have ask around and cant really find out how to do this. Can anyone help me out with that?

tiny gazelle
hollow perch
#

interesting, that almost looks like a particle system

#

the issue you are running into is Error's shader (and indeed probably any shader which does this type of effect) is probably dependent on the object center. The problem for a trail renderer is it constructs a mesh with one polygon at each line segment, and there's no really well defined object center, so it's probably centered at 0,0,0 or something

#

so some options you could try: since I assume your actual avatar is a quad, maybe that shader could be modified to use the center of the triangle hypotenuse instead of the actual object center (which is somewhat meaningless for trails). that way it will behave the same for each quad regardless of if the quad came from a trail or if it is the avatar itself.

#

Another solution that still requires a change to the shader: you could also try using a particle system instead of a trail emitter--the particle system allows you to tell the shader the center position of each particle. not sure that is of any benefit in your case

fierce bane
#

Maybe someone else will have an idea...
Mesh-rendering sub emitter spawns but is invisible (collider box is visible using visualize bounds, but mesh is not seen)
Switching to a default material and a basic mesh doesn't does work either.
Billboard spawns fine however

clear yew
#

are they getting scaled down until they are invisible perhaps ? had that happen multiple times

fierce bane
#

I've tried multiplying the scale by 10...could try further I guess

obsidian vigil
#

just leftclick on da cube

#

and drag

#

this can result in 2 things

  1. a bloody massive amount of nothing
    or
  2. youll eventually be able to see it
#

😂

#

umm

fierce bane
#

what are you talking about? This is a sub-emitted particle

obsidian vigil
#

oh

#

wait

fierce bane
#

there's nothing you can drag and see...

obsidian vigil
#

is it set to burst?

#

or emission over time

fierce bane
#

burst as propper

obsidian vigil
#

hmm

fierce bane
#

only certain meshes do not work

#

and it's not just ones recently added or made

obsidian vigil
#

i just had my things be invisible if they werent atlased

clear yew
#

does it work when it's not set as a subemitter ?

fierce bane
#

nope...that mesh just won't show...no idea why

clear yew
#

no matter the size of the particle system ?

#

even by changing the starting size to something very big ?

fierce bane
#

dropping the model itself in works fine, but the mesh displayed particle doesn't

#

whether at size 100 or size 0.1 no show

clear yew
#

🤔

fierce bane
#

though I've just noticed I'm getting this error

UnityEditor.DockArea:OnGUI()```
But the meshes are all joined...it's one mesh
#

...I bet it's the dual material...

obsidian vigil
#

exactly

frosty pendant
#

And 1 material?

obsidian vigil
#

its not atlasd

#

thats what i said

#

😄

clear yew
#

oh you didnt atlas it ?

fierce bane
#

I can't "atlas" something without textures >.>
Guess I could just make a dummy texture for the colors

clear yew
#

a mesh used as a particle need to have only 1 material

#

and only 1 mesh

fierce bane
#

facepalm I should have realized the single material requirement...

#

thank you

torn pawn
#

@fierce bane mesh particles need to be 1 material

#

ah, Svel already answered

fierce bane
#

aaand it still doesn't work...single material atlased for a simple two color object...
The object itself works fine though it seems to have a hole in the top (normals checked with backface culling in blender, using import normals)

#

testing with a non sub-emitted particle to be certain as well

#

despite having a single mesh joined at all vertices it apparently has 2 sub meshes...so that's what's causing the current issue.
But I have no idea how to fix it...

#

:headdesk: It had colors still bound. Single submesh now.

torn pawn
#

@fierce bane can u send me the obj or fbx of the mesh

fierce bane
#

It's working correctly now...the original "color" submesh was still in it, removing that fixed it.

torn pawn
#

oki

fierce bane
#

thank you, I appreciate it though

torn pawn
#

😄

#

triggers I assume

fierce bane
#

kinda? Collision based "trigger" to spawn a muffin (avatar, not world)

torn pawn
#

yeah

fierce bane
#

I just can't make textures...so flat colors that look crappy

torn pawn
#

could do like multiple triggers to spawn different stuff depending what's touching it

fierce bane
#

Now that I think about it, I'm not sure how well this will work though...

fierce bane
torn pawn
#

@fierce bane remove collider

#

from the table or whatever you made

fierce bane
#

ah...vrchat just hates the colliders then...crap

torn pawn
#

or if you need it, then mark it as trigger

fierce bane
#

I only have a simple box collider on the tabletop itself

torn pawn
#

no, it's colliding with the ground all the time

fierce bane
#

wait...that works for collision with particles?

torn pawn
#

particles have tab "triggers"

#

if you mark collider as trigger, then u can assign that for particles how they react to the said trigger

fierce bane
#

I didn't even think of that...thank you

torn pawn
#

u don't use regular colliders to kill particles

fierce bane
#

not to kill, to LAND on the table that they spawn above

torn pawn
#

yeah u mark the collider as trigger and then assign it to the particle

#

and make it "on enter - kill"

#

then it subemits the actual particle

fierce bane
#

There's a "trigger" particle above the button, when something collides it creates the muffin. Muffin should collide with the table but otherwise be able to be moved (so gravity+collision)
I'm assuming there's no way to do this properly?

#

legs have no collision, only the tabletop

torn pawn
#

your box has a collider

#

u don't need it rly

#

it doesn't create muffin when "something" collides

fierce bane
#

But if I change it to trigger and have it kill the particle and sub-emit a stationary one, it's locked in place is it not?
(unless I misunderstood what you were saying)

torn pawn
#

it's only specific assigned trigger or triggers