#animation

1 messages · Page 95 of 1

muted prairie
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It lets you add to it, not edit the main name

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it opens in notepad ++ so i'll try that instead

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130 blendshapes X5, fun

clear yew
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oof yeah

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you can't

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you need to either remake the animation

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or modify it with a text editor

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feels bad

hollow perch
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You could also fix the blendshape names in blender

muted prairie
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I couldn't see them in blender, it just messes up with Unity on import

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Looking at the forums, i'm not the only person with that problem

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I actually don't think i can fix all this, feelsbadman

vital musk
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as a noob to animation, how can I get a custom blink animation in vrchat for when CATS won't work properly?

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I can make one in unity itself, but it gives me warnings about non-humanoid animations and doesn't seem to have anywhere to actually select it as blink animation

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making the animation in blender itself is an exercise in pain since I use bones to control the eyelids, but can't apply the movements as a shapekey to use with CATS without messing up the actual geometry of the eye somehow

misty tiger
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you'd want to set it up as an idle animation

hardy osprey
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Make a 10 second animation of the eye shape key blinking

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Set the animation on avatar

vital musk
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that's the thing, I can make it as an animation in Unity

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but vrchat build tools complain of a non-humanoid animation and it doesn't show in game

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even when set to be the custom override idle

hardy osprey
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It'd not the idle animation

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It's an animation script

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Or component

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Hmm wait

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Did vrc stop using legacy animation

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Yea probably

vital musk
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so no using .anim files?

hollow perch
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See the pins . It's easy to convert to animator and then it will work

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Also animators have state machines so you can do clever stuff to make the blinking more random by going through states

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The only difference is you can't put an animator at the top level of your avatar heirarchy so you put it on the Body for viseme/blend shape animations or on the Armature for bone related. If they are yellow because you moved them, You can select entries in your animation and hit F2 to fix them so they dont contain the extra Body or Armature/ in the path

vital musk
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that's a lot to look into

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I'll give it a go, thanks

vital musk
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I think I understand the whole transition thing

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but do I need an animator controller for every animation, or can I have one animation controller with idle anim and transitions to other emote animations?

hollow perch
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You need one per. If you want to transition one way is to use multiple animators on different levels of your tree (Hips, Spine, Chest etc) and use something called a Behavior Enabled toggle to switch which animator is running)

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Or you can do what RedMage suggested and do these as idle animation in your vrc animation override

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The downside is if you want emotes, the animations must be exactly 1 frame long so you won't be able to affect blinking during emotes: it will always use idle or maybe walk or run if you happen to be moving

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If you use nested animators make sure you do not touch the bones in any gesture or animator override because then they will conflict and not work. So then you mist do everything through turning animators on and off I think

vital musk
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er, I just uploaded a test with just the one animator and transitions

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idle anim works... I think?

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and emotes seem to work fine

hollow perch
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That is probably good enough? Or you want to change the blinking pattern in some gestures

misty tiger
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don't actually use the idle override, since you'll have to fix the standing pose

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just set up the animation on an animator somewhere

vital musk
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okay I give up for now

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didn't realise it was that difficult to get blinking

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I never got eye tracking working either, only seems to work for anime eyes

hollow perch
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It's not hard. Just take the anim you made for idle and drag drop into your armature

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Then select armature open the animation and on each line click it hit F2 and delete the part that says Armature/ at the beginning

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Then make sure to remove idle from your animator override controller. That should be it

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Eye tracking is easy to fix. You need to create empty blend shapes and configure eye tracking in cats using the empty blinking blend shape (or let it create them)

misty tiger
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you don't need to do that for cats, just check the "disable blinking" box

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so it doesn't try to set up blink visemes

vital musk
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CATS doesn't seem to work properly for my avatar (patrick from spongebob), since it's cartoony and the eyes bulge out a bit

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eye movement seems to move the eyes in and out of the head way too much

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that's the whole reason I wanted to make a custom blink anim instead of using CATS

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that, and trying to set up visemes in blender when I pose using bones is a massive ballache

misty tiger
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yeah if your viseme involved rotating something, it won't turn out well

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since the shape key is just going to move the vertex in a straight line

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eye tracking might be a bit tricky if the eyes aren't uniformly sized like a sphere would be

hollow perch
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TheSearch #avatars-2-general for lefteye and you will find a nice post by Svelsen explaning requirements for vrchat to turn on eye tracking, mostly things being named correctly. Cats will do this all for you if you go through that

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If eyes are quirky you can make them track less by weight painting attached vertices 75% to head and leaving only 25% on the eye bones

low relic
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is there a way in Unity that I can bring my avatar back to a normal standing pose after editing animations?

torn pawn
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@low relic 2nd pinned msg

low relic
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from the top or from the bottom

fallen flax
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From the top

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I think you can also use Pumkin's tools

torn pawn
low relic
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woah omg thanks

cedar heath
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Anyone know how to go about animating a hammer to spawn in like far behind my avatar then come flying in and landing on my back sorta like for a load in animation

torn pawn
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@cedar heath put hammer under empty game object and animate it to go from behind to 0 0 0 = returning to it's original position

topaz narwhal
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Ey bois

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Having a problem

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activating my animations

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Am a desktop player

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For some reason can only use 2 animations [f4 and f8]

clear yew
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how did you set up the override controller ?

topaz narwhal
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Am not sure, Its not my avatars

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Got it from a world my friend knows.

clear yew
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then the avatar don't have more than those 2 animations

topaz narwhal
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But I've spoke to a person who has the exact same one

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And he used more

clear yew
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only other thing i can guess is combo gesture

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you make a gesture with one hand

topaz narwhal
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Combo gesture?

clear yew
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and then another gesture with the other hand

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to trigger different animations

torn pawn
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combining your left and right shift

topaz narwhal
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Okey thanks 😄

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@torn pawn Tried it, didnt work

torn pawn
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then it's not the same ava

topaz narwhal
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Hm... Okey thanks for the info 😄

velvet urchin
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I have been going at this for over an hour now. How do I spin an item on my character? I want to place an object over his head that does a slow spin, couldn't figure out how to do it with an animation. Like I did a transform axis and set a number, but it just rotates it that far, one time, instantly. I tried with a JavaScript I found online, that worked, but found out vrchat must not support that because it said it would remove it on upload. So can anyone help me with spinning this thing?

flat cipher
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Create an empty game object and parent the thing you want to rotate onto it. You don't have to parent the empty to anything just yet. Go to window > animation. Select the empty game object and click create animation in the animation screen. Press record and move the playhead a few frames ahead. Rotate the child a bit in the direction you want, then round the number in the transform to 360 or -360 respectively. Right click on the keyframe at the start and set the interpolation mode to linear in the "both" submenu (i think it has to be linear, if it doesn't work, try another mode). Do the same for the last keyframe. Change the sample rate or move the keyframes further apart to change the speed. This should have put an animator on the empty game object with one animation that will loop forever. The animation should be changing the local rotation of the child only. If it doesn't loop, click the animation clip in your assets and tick "loop time". Now parent the empty to whatever you need. You can parent it to your head bone, you can parent it to the root of your armature, hips works well too. @velvet urchin

velvet urchin
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Now is this going to rotate it or spin it though? Because I don't want it rotating. It needs to stay stationary and just spin. Like a top.

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See, and I've figured out how to get it to spin, however, the spinning isn't consistent because it slows down when it gets closer to the end, so I tried stretching out the animation to like 3 minutes, but then it spins real slow at the beginning and end and super fast in the middle

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Alright, so after about 2-3 hours of trying to make a simple item rotation, I fixed it :) I fixed the speed up/slow down by making both keyframes linear

flat cipher
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👍

velvet urchin
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Thanks for trying to help anyways though. To be honest, half of what you said, I didn't even understand lol

flat cipher
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It was step by step stuff that you've probably already done

clear yew
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Hello everyone, sorry to interrupt but uh I'm having an issue with the hand gestures. One of the gestures keeps appearing with me activating it. As in a duplicate of the weapon I have in one hand is activated when I didn't even touch it. Is there any solution to this?

cursive gulch
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how would i go about adding a delay to my animations? i keep accidentally triggering them

icy crow
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In your gesture you could enable an object that has an animator on to automatically play your desired animation

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And then you could have a delay at the start of that object animation

cursive gulch
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wait is it because its used in a gesture that the delay gets removed?

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because otherwise i dont know how to add a delay to this new object

icy crow
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Gestures are usually only 2 identical keyframes so you wouldn't be able to add a delay there. So you can put an animator on an empty game object and record your actual animation on that animator

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Then in your gesture animation, just enable that object

cursive gulch
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im not experienced with unity animations so i still dont know how i actually make the delay, do i just move the start a few seconds ahead on the second animation?

icy crow
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Yeah

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You'll probably have to play with the curves too

cursive gulch
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ok

violet moss
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I want different hand gestures to do different body animations, but the problem is, my animation loops are long, so they get “stuck”. I’m told the solution is to have the animation merely turn on an animator, which is always playing the animation. But if I turn the animator off, it turns its bones off too, which means any other animator for a different gesture won’t work. Plus the animator has to contain the bones they animate as children... how do I set this up for multiple animations on different gestures, that all use the same bones?

brittle granite
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OOOOH

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hello!

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i like this room

clear yew
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hey would anyone happen to know how to make a working bow and arrow?

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like for an avatar and not a world?

brittle granite
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yo!

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I've never made a bow and arrow but here is how I would do it

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requires two geutures
1: gesture spawns the bow and drops a rigid body into the world.
2: gesture releases the arrow from the bow as a mesh particle that is linked to the rigid body. so it can fly in a parabolic angle if you put physics on the partcle with gravity and such. you can even have it bounce off walls if you have it look for a world colliderd

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I made a taco cannon on my doggo character and used this method

clear yew
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is there a tutorial online for setting this up?

brittle granite
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not that im aware of. but you have the terms you need to search up. thats half the battle

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do you know how to do rigged body world drop?

clear yew
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no

brittle granite
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k, look at the unity documentation on rigid bodys. What you need is a fixed joint rigid body attached to an empty game opject that is part of your character. have it attached to nothing and gravity be nothing. but it looks for the rigid body component that is on the hand bone of your character that you are shooting from. So it will attached itself to your hand but it's really in world space. The particle arrows are attached to the fixed joint.

torn pawn
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proper dual-wielding bow and arrow is a complex system (multiple rigid bodies, multiple fixed joints, inverse colliders, spring joint, configurable joint), simple bow and arrow is just dynamic bone inverse collider on string and a particle system

brittle granite
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^that way also works, but your particles will inherit the avatar translation aver they leave the bow

torn pawn
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and u have to create extra game objects and rig + origin point the bow properly

brittle granite
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@violet moss hello! adeon, im investigating this exact problem. Have you tried having the animator control some of the state machine animation system?

torn pawn
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so i suggest just going the easy way

clear yew
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ok

violet moss
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@brittle granite Avatars support State machine animation systems, but not parameters. So the only thing you can do with them, for avatars, is time-based things. No logical transitions. That only works for worlds.

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So basically it's only useful for stringing animations together end-to-end

slim sparrow
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You can play, pause and rewind state machines

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As far as I know, you cannot pause and then play where it left off, it starts from the first state every time

brittle granite
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@violet moss what is your rig? you wanted to have different animation on the same rig right?

violet moss
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yes, basically ear+tail animations, that are pretty long, so they shouldn't be on a gesture, since they'd get "stuck", but if they're on an avatar, I can't think of how to have multiple different gestures trigger different animations on the same bones, since they both need to be placed on a hiegharchy where they contain all the bones they animate, can't be in the same game object, and also can't have one inside the other.

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seems impossible catch 22'

slim sparrow
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Sorry wut

violet moss
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basically: How can I turn on and off different animators that each control the same bones with a different animation.

slim sparrow
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I'm sure there is a solution to your problem, but you'll have to outline it more clearly

violet moss
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basically, how can i work around the fact that animators can't use parameters

slim sparrow
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Animators can have layers, which means one animator can have multiple animations playing

violet moss
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but can i turn them on and off independently with hand gestures?

slim sparrow
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Well, for your tail for example

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Yes

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There's the first tail bone where you can put an animator, but you can also put it on the hips, the armature object, etc.

violet moss
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now do I turn an animation layer on/off via an animation?

slim sparrow
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You can't turn individual layers on/off unfortunately

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I wish we had better parameter control

violet moss
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Well basically i want different states for different hand gestures

slim sparrow
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You'll need one animator per state.

violet moss
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the problem is if i turn off an animator, it turns off all the children, which turns off the bones, too, so they can't animate

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unless there's a way to disable an animator without disabling the whole game object

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via animation? i'm confused how this works

clear yew
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you can enable/disable an animator with the behaviour property

violet moss
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I don't seem to see the other animators as a selectable parameter

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Oh wait do I use record mode?

slim sparrow
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No, it's

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Uh

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I posted a blinking prefab in the Cats Discord, and it's been posted around here too. Basically, you need an animation file that contains the Animator.Behaviour property, since you normally can't select it.

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It only turns the animator component on/off

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If an animator is turned off, its animation keeps playing but it stops state transitioning.

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If an animator is turned back on again, it will revert back to the first state

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The idea is that the gesture has animator off at keyframe 0 and animator on at keyframe 1. This way, it will keep turning off and on, which will hang it in the first state.

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Then when you release the gesture, it goes to the next state, which does nothing.

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You might have to untick "write defaults" on all of the animators if multiple animators have to control the same bones

violet moss
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Ok that sounds hacky but I guess if it works... so I can't add Animator.Behavoir on my own? I need an edited file or something?

slim sparrow
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Yes, you need an existing animation file that already contains the property. You can then press F2 to change its path

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Toggle props includes an animation file like that too.

violet moss
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Thanks much

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*is there a reason parameters were disabled on avatars

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Reading outdated VRChat tutorals, they clearly worked at one point?

slim sparrow
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I don't think they're "disabled", it's just an animator limitation within unity

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You can only animate parameters within your own animator for whatever reason

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So a parent cannot set parameters on child animators. It's a shame, because that would be really useful.

violet maple
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Anyone know where I can start to learn more advanced animations? I know how to do animation overrides so,

hexed pelican
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like what do you mean more advanced?

charred oar
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Does anyone know how to put like a weapon in the ground and be able to walk away from it?

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Also be able to pick it up again

fierce bane
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"pick up" portion is just activating a different gesture to put the same weapon in your hand

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so for example you'd switch from fingerpoint to thumbs up while reaching for and "grabbing" the weapon on the ground

violet maple
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@hexed pelican I guess to just learn more? Because on YouTube it’s just basic like hold items, I guess like learn how to use particles if that makes any sense?

fierce bane
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Don't specify VRChat when searching. Search for Unity related things instead.
Let me grab a particle video

violet maple
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Thank you!

fierce bane
violet maple
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Tysm (:

fierce bane
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good luck, have fun with it

charred oar
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Cheers for the help

honest spear
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If I'm trying to make someone's screen shake when the Bass of a song hits, how would I do that?

slim sparrow
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A shader

honest spear
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Im new to making animations in UNITY, whats a shader?

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or really whats a good shader, im sure i could figure it out if i download it

ivory atlas
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Xiexes has worked for me just fine

clear yew
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distortion field?

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does anyone know how to make a beat visualizer (like a beat distortion field that sends out a distortion shader wave)? i need help with this specific thing. im really new to shaders so any tips would be epic

cobalt linden
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Trying to make an override but this thing is popping up

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anyone know a fix?

spring nova
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If it's a bone that's part of the humanoid, you can't move it with the raw transform of the gameobject, You have to move it with animator properties

cobalt linden
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hmm

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ok

spring nova
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Does that make sense or do you get what I mean?

cobalt linden
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no

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but I know more than I did a few minutes ago

spring nova
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Raw transforms are tied specifically to the thing it was animated for because all it's doing is looking for a thing called armature.spine.spine2 etc and telling it to move to a specific place. Humanoid on the other hand is sort of like a standard, so you can apply a humanoid animation to any character that has been set up as humanoid. This means instead of having control over the X Y Z of a specific gameobject you have more like "indexfinger 1 bend in/out". But if you try to do both of these they will interfere with each other and throw errors like you're seeing.

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So just get rid of the keyframes that manipulated the transforms and replace them with animator properties

cobalt linden
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mhm

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ok

spring nova
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Which are at the top of the list when you do add property

cobalt linden
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perfect

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tyvm

violet moss
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in VR, is it possible to momentarily disable VR IK and revert to desktop user animations via disabling something with an animation?

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like, VR IK takes priority overtop of walking animations, for example

novel lagoon
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would you guys recommend making an animation for your models in blender or Unity?

ivory atlas
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shape keys in blender other unity

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i would think

whole dew
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Hello, this is going to be a pretty lengthy message, so please bare with me. I'd be forever grateful if someone could help me with this issue. So basically, to start, I am an Oculus Rift user. I have been experiencing this issue for quite a while, I will try my best to explain it in words. So basically, when I load up VR chat, I experience this issue where my avatar's arms wont fully extend straight. Even if I hold my arms straight down at my sides. My avatar's arms will never properly straighten out. If I turn my wrist to it's neutral position, the arms of my avatar will be in a rather awkward position. I cant figure out what the issue is. It seems to track my arms just fine, it's just my avatar's arms wont straighten out when I hold them at my sides. Before you make any suggestions, keep in mind that I have tried quite a number of things in attempt to fix this. Here is what I've tried so far:

-Making sure my height was correct for both in-game and in the oculus setup. (The problem actually gets worse if my height is correct.)

-Going through the entire oculus setup.

-Using different types of avatars, I've even used the vanilla avatars that the Devs created.

-Reinstalling/Verifying VR Chat

-Making sure drivers were properly updated.

-Kneeling all the way to the ground, switching to seated play, then standing back up and switching to standing play.

After having this issue for an extended amount of time, I found a temporary fix. Hopefully this can be a clue for you guys, and it might tell you what's wrong. Basically, if I set my height to way shorter then I actually am in real life, like 5'5 (I'm actually 6'0) and then switching to sitting play while I stand up IRL, it works perfectly fine, but it's extremely annoying still, and I'd really prefer to have a proper fix.

rancid valley
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Does someone have this idle animation and is willing to send it to me? it'd be really appreciated

ivory atlas
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WAIT.... is that a female do you have custom avatar?!

rancid valley
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all i need is that idle to get it to close its legs a little more

ivory atlas
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thats just to funny

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DO YOU HAVE CUSTOM GF

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:^)

deft mountain
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Could anyone tell me why animations on hand gestures loop when they last longer than the minimum time? They start and end fine when set to an emote, but on gesture they won't end immediately if you switch to another gesture, but instead loop through the frames of the animation. For example: I make an animation where a spear I'm holding shoots forward, but when I release the gesture the spear goes back and forth between my hand and its destination a few times before ending.

novel lagoon
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anyone knows how to swap between textures in an animation, all on the same mesh?

unique inlet
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Materials

frigid viper
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Any good tutorial on implementing audio file into mixamo animation?

upper bone
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hey uh i accidentally animated with my main avatar and now it's broken. is there any way to fix it?

fierce bane
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@upper bone second pinned message in this channel

upper bone
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oo ty ty

glossy radish
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I've been debating on a custom animation set. My main worry is workload. What's the minimum amount of required animations? I assume it's walking in all 8 directions and running in all 8 directions

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And in case I do that, I'd need to override everything else that's incompatible (especially since I plan to use a non-biped rig) to be an empty animation.

clear yew
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hey dm me if you want howard the alien emote

fierce bane
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@glossy radish Technically speaking, there are no required animations. But you'd just slide around.
Otherwise a forward walk and left/right would be needed. Backwards walk can simply be a negative animation speed to reverse it.
And sprint can just be double speed animations (or some other multiplier).
Diagonals can usually be a blend of forward/backward and left/right if you use a blend tree.
You would also want an idle animation.
Crouch/prone versions will bring your height down to the right camera height, otherwise it isn't required.

glossy radish
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Right. Thanks.

royal sable
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Do I need to make separate animations for the left and right hand gestures or can I keep them in one animation?

royal sable
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Also how do I make it so that an item appears in my hand only when I use my right hand?

torn pawn
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u cant

royal sable
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Aw shucks

viral hazel
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So I thought that I'd be able to make an anim where I could just pull out a pistol, when I'm doing that, do i need to put the model (pistol) in, then make a copy of my model, (the main avatar) and animate my avatar gripping it? I was told by a friend I should have someone else do it or I should use a program to make it easier, it was muscle animator, I was personally thinking about having someone do my anims but I can't find anyone willing to do that. If I choose to do it on my own is there anything I should know?

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I'd like to believe that i can do things on my own but I've been told by many people to just have someone else who's got an idea on what they're to do it for me, though I'd like to do things, most of my ideas would be hard to explain

clear yew
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you should probably watch a tutorial to actually understand the basic stuff

viral hazel
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Thanks lad

royal sable
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Is it possible to export a model in its pose mode in blender?

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nvm solved it

novel lagoon
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any of you guys know any good methods to animate textures?

cold talon
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So, I'm trying to make an animation in Unity, where it changes it's texture, and I'm trying to make a gesture toggle it. I've already tried to use a gesture to activate an animation component with the animation inside, and it does nothing, anyone have an idea?

silver holly
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hey guys

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i know weapons can be a gesture override but if i wanted to shoot flames out of my hands or something what would that be called?

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I cant really find anything about it

clear yew
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particle system

silver holly
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thanks

cedar heath
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Anyone know what I can do in a particle system to make a world completely dark without being able to see anything at all

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Like as a trigger

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For hand

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On a model

slim sparrow
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Sounds like a shader. Also sounds like a good way to get blocked.

cedar heath
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What kind of shader

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Also they can't block u if they don't know it's u

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Especially when they can't see

slim sparrow
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Considering that's your response, I doubt anyone would be willing to tell you where to find such a thing. Keep in mind they can still see their menu fine. So now instead of just getting your avatar hidden, you will now be blocked entirely by half the lobby (you can't block avatars from social, so they have to block you entirely).

pliant dust
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Also sounds like a good way to get banned from this Discord.

slim sparrow
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I wouldn't say that at all

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I doubt he's breaking any Discord rules

novel lagoon
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anyone knows any methods to change a texture during an animation?

pliant dust
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Hmm? No, he is. In #rules, it mentions all Community Rules also apply in this Discord. He would be breaking rule "Modification of VRChat App or SDK" point 3.

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@cedar heath So yeah. Please don't be a jerk to other players.

slim sparrow
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@pliant dust using a shader like that is not modifying the client or SDK at all, though.

pliant dust
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@slim sparrow It is, and I quote: "Disrupting & Interfering with the experience of VRChat users". This isn't the place to do this, by the way.

slim sparrow
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I have absolutely no idea what you are on about. While I agree that it would still break the rules by being disruptive, you absolutely do not need to modify the SDK to upload such a shader. What would the SDK complain about, exactly? @pliant dust

frigid viper
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If you use it for private usage among your friends then I see no problem there imo.

pliant dust
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@slim sparrow This isn't the place to talk about this, so I'm not going to respond anymore.

slim sparrow
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k dude

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¯_(ツ)_/¯

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You can just say "I was wrong" next time, no need to be like that.

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@frigid viper that goes for a lot of stuff in this game, same with NSFW content

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But the guy above was probably trying to use it in public hence his reaction

#

Shaders like those are a good way to get blocked. Just like shaders that render over everything else.

icy crow
#

menu overrender shaders 😩

slim sparrow
#

Oh yeah, I've seen a few of those around. No idea how they do it

#

It's some wacky stuff for sure

#

It's usually not as simple as just rendering over the menu, they cause a lot of glitches and artifacts while doing so

#

I haven't seen any gore overlays that also block your menu, for example. I've only seen menu blockers that are just black.

icy crow
#

it's usually a particle

frigid viper
#

Ok now on a serious note, done my animation and everything but somehow the game doesnt recognise it, when i test it in unity it works perfectly and animates perfectly

slim sparrow
#

@frigid viper are you using an Animation component by any chance? Or a legacy animation?

#

Is it on a gesture or on a game object?

frigid viper
#

Using a stock animation from Mixamo and added few of my components, using it as a emote function not a hand gesture

#

but it only plays the default animation from mixamo, even tho i added keyframes for the aditional objects i've placed

slim sparrow
#

Go to your overrides, and click on the animation itself

#

It should highlight the animation in assets

#

It is possible that it's referring to the wrong animation, such as an animation file embedded in an FBX.

#

Or just the wrong one elsewhere

frigid viper
#

I doubt its refering to that since i had no issues adding aditional audio source on pervious one and it works fine but on this one particular it just doesnt want to budge, also checked the override and it referes to correct animation that i've made

#

Could screen share if you'd want to cooparate

elfin furnace
#

I making a particle emmiter and having the gesture turn on burst emission. Any way to sync audio to that emission? I timed it out and it line up for the first use of the gesture, but get off sync more and more from repeated uses.

onyx agate
#

Hi guys/gals, question..i have an avatar with gem fx shaders and now wgat i like to have is to get the Die emote to be the avatar shattering in pieces... any idea on how i would go about that

brittle granite
lofty radish
#

Anyone here know if there’s a way to make the behind geometry of a mesh not render over the front geometry if you use ztest gequal in your code?

vestal copper
#

So my model says it has shape keys for expressions but it's not doing anything

#

Is there anything I can do or would I have to make them myself

#

Every time I try to move the eye to the correct position it deletes itself once I leave edit mode

novel lagoon
#

question would it be possible to swap between textures during an animation? i'm trying to make it so the color of my eyes changes during an animation

flat cipher
#

yes

#

just start recording an animation and change the material

#

You can use particle triggers for colission animations I think

novel lagoon
#

@flat cipher is that on blender or unity?

misty tiger
#

@lofty radish have you tried changing the face culling?

flat cipher
#

unity

#

@novel lagoon

novel lagoon
#

thanks!

obtuse swan
#

im trying to animate a door but when i do the trigger it wont let me put the anim in

lofty radish
#

@misty tiger yeah I’ve tried all types of culling. On spheres turning on backface culling works but on more complex geometry it doesn’t. The problem is that any faces that are being rendered and are facing your view render over the geometry of the same shader in front of it

misty tiger
#

ah i see

lofty radish
#

That’s how it looks

#

Both with gequal and always ztesting

misty tiger
#

have you tried changing the render queue and turning off zwrite instead of doing ztest gequal? assuming you just want it to render on top of stuff

#

should be a way of setting the queue so that it renders on top of geometry

lofty radish
#

Pretty sure I have but I’ll try again.

misty tiger
#

if that doesn't work, another idea i have would be making a shader that modifies the screenspace position of the vertices to be closer to the camera

#

err, not screenspace, but the projective space that comes after view space i mean

lofty radish
#

Hmm that could work. I’ll try some more stuff

misty tiger
#

it'll probably take a bit of fiddling to get it right, unity docs don't really describe the zw component of that space, which is what you'd need to modify

cedar heath
#

I'm trying to make a particle glow and I can't seem to find a way to make it glow I turned emission on and still nothing

hollow perch
#

You want them to emit light or just show up in the dark?

#

Emission will allow it to show in the dark and possibly emit a small bloom halo if you make it really bright hdr. But it won't light up objects around iy

velvet urchin
#

Just had the worst experience in Unity's discord so maybe I can get help with this here lol.

#

I had a quick question about how to do a zoom in effect in unity. I want to spawn in a small galaxy in front of me. I want this galaxy to zoom in until it gets to a small version of our solar system. I've thought about just making the pieces of the Galaxy get larger, giving a zoom in effect, and then just disable it, however, I would prefer if it slowly disappeared as it got further away from the center (outer edges to inner area), and my current idea would just make it all disappear at once, which will look like crap. Is there maybe something I can place around it, like an invisible sphere that will make the parts of the Galaxy go invisible once they come in contact with the sphere? I want it to like zoom in, getting bigger and going through players models, kind of as if to pull them into the middle. Hard to explain, it's an effect used in movies though

unkempt spruce
#

how do i enable facal exprestions

#

such as blush and other stuff, that is to do with the face and combine them with fingers

novel lagoon
#

is there a way to hide/disable material during an animation in unity?

hollow perch
#

You have multiple materials and only want to hide one? Make a simple hidden shader and put it on a material. Then you can use material reference to swap that specific material.

#

Search this channel for hidden.shader for a simple invisible shader one liner

lofty radish
#

If I’m trying to use the position of a light source in a shader and there is no real time light source in the world what value would be returned?

polar elbow
#

got an issue with my animations not playing on my characters....the VRCsdk basic animations work on character but the Animations i download from Maximo dont ever play... they either just stay T-posed, or the character squates down into a ball below the plane. Yes huminoid is on...

#

just trying to learn basics of applying animations

hollow perch
#

@lofty radish what type of shader? Vertex lit? ForwardBase and ForwardAdd (delta pass)? If the latter, the way you "know" is unity doesn't render the delta pass

#

You have to somehow look for the presence of lighting probes in the base pass. Xiexe has an easy to read example shader on his github (called wireframe?) that shows how to use some of the lighting functions/variables.

lofty radish
#

@hollow perch I’m not really sure about which type of shader I’m using. I’m transitioning from shader forge to using code and am trying to make a type of fake lighting for the shader since many worlds don’t use real time lights. So I’m trying to make figure out the values that directional lights give the light direction node so I can fake that. All I know is that I’m not using the normal unity lighting but I’m doing my own custom lighting

hollow perch
#

I'd definitely check out Xiexe's examples then, both using surface shaders (his famous xstoon) and the simplified wireframe example

lofty radish
#

Ok thanks!

polar elbow
#

Any answers for my ??

#

Not to be impolite

hollow perch
#

Sry didn't see it. Can you check that your avatar was imported as humanoid and that the animations were also imported as humanoid

#

Mixing humanoid with generic or legacy will just not work

#

Also are you putting them as emotes or hand gestures or animators? Depending on what you are doing it matters

polar elbow
#

Uh... I honestly don't how to check that. If used full character scenes that have the character already as humanoid. And I just tried using the character model alone and switched it from generic to humanoid. But still didn't work. The animation is just one I downloaded from maximo and imported in

#

Uh....i guess empotes

#

Trying to play them with play button but nothing happened...last night I ran into issue where ei hit play..and literally every program on my desktop opened themselves

hollow perch
#

Ok emotes should be easy. Click the fbx file and check the selection under rig

polar elbow
#

I'm just trying to add an animation to one of the I guess gestures so if I hit Shift+F7 it will play like a spell summon

#

However I'm making the spell su?mom animation with practical effects and stuff

#

I'm just trying to apply the body movements to the character right now

#

]

#

\

#

That's the issue I'm having now lol ^

hollow perch
#

Shift f7 sounds like gesture not emote menu. If it's a gesture it applies something called an avatar mask so only your hand will be animated

#

In that case the only way is to swap out your mesh for another animated one, possibly with its own armature.

#

However I've been thinking about this, and theoretically you can use an editor script to create partially overlapping armatures such that your second mesh has its own arm but otherwise shares the rest of the body with your actual avatar

polar elbow
#

....

#

i htink ill start with emotes for now xD

#

can you apply animations to emotes...say like the character swigns her arms around and stuff. Am i able to apply like a magic circle to itand some partical effects?

jagged rune
#

Earlier I rigged a roblox avatar in blender, ran some mixamo animations through it, and it was moving and working fine.

#

I imported it to unity, and tried to run some animations on it to see if it'll work, and he was a solid model.

#

I had an armature

#

No limbs were moving or anything

polar elbow
#

im in unity trying to do that now @jagged rune but issue im having is when i go to the demo window at the bottom to play the animaiton with my character...it jsut stays Tposed or it squats down into a ball below the plane

jagged rune
#

help?

#

in this case i have fortnite emotes and they work with the rigged models of hornet from hollow knight, ralsei, etc

#

they move in the demo window

polar elbow
#

where did you get hte avatar from? @jagged rune

jagged rune
#

the roblox one or the ralsei and hollow knight one?

#

i rigged the roblox one correctly

#

in blender

#

the ralsei and hornet really were already rigged

#

but i still had to make them animate in the demo window which i somehow did

#

here is all the roblox avatar is doing

#

and here's hornet, which works PERFECTLY fine

#

even worked in vrchat fine

#

so im confused why the roblox avatar isnt moving

#

he has a rig

#

but there is a rig and a rig_meta

#

for the roblox

polar elbow
#

am i not able to post screenshots?

jagged rune
#

you have to upload it

#

and link it

polar elbow
#

ah

#

i click on the animation in at the bottom....the ndrag the Character into demo box and hit play...but nothing happeneds

#

?

jagged rune
polar elbow
#

Ok

#

I did it's selected in the first screenshot

#

@jagged rune

jagged rune
#

click on the model in the scene.

#

Look to the right, do you have an animation and a animation controller?

polar elbow
#

Uhh no. Let me add those components. The mixamo.com is the animation I just didn't edit the title

#

Should i just add the over ride that SDK comes with in the samples?
@jagged rune

#

there iv added it

#

@jagged rune

polar elbow
#

Or wanna do this in PM? @jagged rune

jagged rune
#

Okay, good.

#

click on the model in the asset tray again, and click on the rig tab at the right

#

Do humanoid and the rig is create from model I believe

polar elbow
#

yes already done

polar elbow
#

or didi that

frigid viper
#

Ok so when I put my animation in Emote it plays my animation normally with the animation and sound that I've edited but when used with gesture it does the sound but not the model animation, anyone know the issue with that?

#

Rigging is done correctly with humanoid and with all 5 fingers

torn pawn
#

@frigid viper if u do it through gesture then u have to disable your mesh and enable model with the animation

frigid viper
#

By disabling the mesh you mean disabling my main avatar through animation?

#

@torn pawn

torn pawn
#

disable mesh renderer for Body or "Body" object

frigid viper
#

Could you dm me "hint" for what exactly I need to do?

outer magnet
#

Henlo henlo. I seem to have an odd issue.

My gesture override animation is taking forever to do-- and this had happened my first time creating animations, but I learned how to fix it.

I've created multiple avatars since then which have proper animations, and yet, applying that method to this avatar doesn't seem to work?

I've got the first Keyframes set for 0:00, and I've copypasted it onto 0:02 (I also tried 0:01). Yet the issue remains. I've also tried just copying those first two frames, selecting and deleting the whole thing, and then repasting them. Nothing gives there either. My previous avatar had the same issue, and I fixed the animations there by using this method as well, so I'm not exactly sure what the cause is.

For context, it's a simple sword equip, but my other overrides have the same issue. Having the Sword default to Unseen, and then Seen during the Anim.

slim sparrow
#

@outer magnet you probably have another keyframe at 1:00

#

The last keyframe should be at 0:01

#

The thing is, having just one gesture animation be too long will also affect the others when you switch from/to it.

#

So you have to check all of them

outer magnet
#

No, I've checked all the way through. I copied the first two keyframe properties, selected everything else with Ctrl+A, and then deleted everything in that animation. Then I pasted the keyframes back in so that it was only the two. And I've got it pulled up here.

slim sparrow
#

Post screenshots of the dopesheets of all your gesture overrides, in that case

outer magnet
#

Erm. Well, where could I do that? I can't exactly add images in this channel.

clear yew
#

upload it to another website and post the link

slim sparrow
#

Use imgur

outer magnet
#

I'd done that process for all of the other anims too

slim sparrow
#

That one looks fine, but can you also upload screenshots of all the other gestures?

clear yew
#

you only need frame 0.00 and 0.01
if a hand gesture take very long to return to his normal state then you have more than those 2 frames

outer magnet
eternal topaz
#

I can't remember who it was, but I was speaking to someone a while ago about their avatar transforming into another. I wanted to ask them a few questions and stuff

#

actually anyone who does avatar transformations, how do you guys do it?

outer magnet
#

Hm. I'm actually doing that rn. Well, what I generally do is I get the base avatar, and rig the other avatar accordingly-- as in, I try and retain the same sequence of bones.

Then, I add the second avatar in Unity and after positioning the different body parts to match up with the avatar, I move the bones of the other avatar under the bones of the base avatar.

#

https://i.imgur.com/Ct1xIqY.png

Overall, it looks like this. The Red Boxed things are the bones/meshes of the base avatar, and the yellow highlighted ones are the avatar I want to transform into.

#

Then I simply disable the second avatar's mesh, and in the animation, I disable the base avatar meshes and enable the second avatar's mesh.

#

As a side note, I usually don't combine fingerbones, as it leads to super scuffed fingers.

eternal topaz
#

🤔

#

so how do you switch between the two?

outer magnet
#

Well, you know how to activate props like swords and such, right? The Gesture Overrides?

eternal topaz
#

yes, I did that, and the two meshes just flicker between each other

outer magnet
#

Hm.

eternal topaz
#

and yeah I have just 1 frame of animation

outer magnet
#

Did you make sure to have the base meshes disabled in both keyframes?

#

and vice-versa, to have the second avatar's meshes enabled in both?

eternal topaz
#

yes I do

outer magnet
#

Hm

#

Do you have a picture of your dopesheet for the anim? I'll compare it with mine.

eternal topaz
#

Well the swords and stuff are temporary things that come and go, I'm looking for more of a toggle

#

and rn i'm updating vrchat and reimporting all my stuff to 2017

outer magnet
#

Ah. Toggles. I do know of one method, but I've yet to perfect it properly, so I haven't really worked with those much.

eternal topaz
#

I was thinking an emote that simply triggers an animation controller animation, which simply enables/disables and sets it correctly

slim sparrow
#

If you need toggles you can use Xiexe's inventory system

outer magnet
#

^

slim sparrow
#

On emotes

outer magnet
#

I believe they removed the original method of doing that, and so Xiexe's method is your best bet. Orrrrr, if you wanna delve into more black magic, there's infinite gestures. Which is the thing I haven't been able to perfect just yet.

eternal topaz
#

never heard of that, I'll check it out

#

in the mean time, you got any tips or anything I should know about going into it?

#

hey this looks pretty easy though

outer magnet
#

I've got nothing, honestly, because I don't have much experience with actually using that method. All I can say tho, is, if you're planning to move fingers with your second avatar for hand gestures, make sure you move the second avatar's bones, rather than the original avatar's bones.

eternal topaz
#

oh yeah I've 100% got the two working together

#

its basically just an outfit swap

outer magnet
#

So, uh. Could anyone help me with my issue? The animations are all cool and good, and yet testing them in VRChat is lukewarm and inadequate. I'm genuinely not sure what's causing this issue.

warm delta
#

I can’t remember if you need the duplicated avatar when you do and animation?

#

Or can I just delete it??

#

It’s has an item on it that needs to only appear when the gesture is done

stray sinew
#

Just delete and duplicate again when needed

warm delta
#

Ok thank you so much

violet moss
#

Where can I get VRChat's default emote animations? I want the wave for a dummy in my world

#

I've seen other people using it in worlds

slim sparrow
#

You can find quite a few of them on Mixamo @violet moss

novel lagoon
#

does anyone know how to import Blender animations into Unity?

slim sparrow
#

@novel lagoon they should be attached to a model

#

Just export the model with animations (FBX)

#

Then on import, it'll be imported into Unity along with the model

novel lagoon
#

i did, i see it. But whenever i make an animation override and put that animation into my model, it doesnt play

#

even with all the keyframes showing

violet moss
#

I couldn't seem to find VRChat's specific doopy wave though

slim sparrow
#

@novel lagoon rig the model as humanoid, then try using the animation again

#

The one embedded in the model

#

@violet moss I found it really quickly

#

It's one of the first waves on mixamo, but they set Emotion and Exaggeration higher on the right

spark fox
#

@violet moss I would give them to you if I had my PC right now

hollow cove
#

Could anyone tell me why Unity won't let me animate things.
I put my property into the Animation, but I can't change the numbers at all.
If I change them in the inspector, they don't stick. Once I click off the keyframes, it's as if I didn't do anything.

#

I think I got it now. I guess it was the wrong property.

novel lagoon
#

The blend shapes from a model I imported from blender are greyed out, and I can’t seem to change them in my animation.

#

Anyone knows a fix?

onyx agate
#

So what i want to do is to have a mini version of my avatar to spawn where i point (using the point gesture), and have it walk/run towards the next point i point at ... I was thinking something like make it move to a particle but no idea how and if it is possible!

slim sparrow
#

That sounds practically impossible

onyx agate
#

Should be possible as some games utilize similar mechanics

slim sparrow
#

Yes, but not on an avatar with the current toolkit we have.

#

Probably possible in worlds using raycasting and a character controller

onyx agate
#

🤔

#

So this would not be possible on an avatar animation

west widget
#

I hate myself for doing the animation i just did :/ lol

clear yew
#

okay so I have two avatars , one is the main one and the other one is like the ''shadow version'' , so my default avatar has particles and an audio that is always on , so what I am trying to do is , make an animation that closes the particles and audio and turns me into a shadow form and brings up a model (like a sign) but for some reason I couldn't figure out how to stop the particles and the audio and the ''shadow version'' is just standing still , could someone please help ?

median orchid
#

Instead of disabling the particle itself,

#

turn off the emission by default and activate the "emission.enabled" itself in your animation

#

Is the 'shadow version' an entirely other mesh?

#

And also with the audio, disable it's host (or parent)

clear yew
#

yes it is entirely other mesh .

median orchid
#

In that case

#

you'll probably need to connect it to your other mesh limb by limb via rigidbodies and fixed joints

clear yew
#

um , what would I do in the other case ? where if it wasn't another mesh

median orchid
#

You could try using another material?

clear yew
#

how can I change materials in animation , rather than the model itself ?

median orchid
#

You would just make sure it's recording your actions (red circle on animation thing and turns the playbuton itself red), then proceed to drag a material onto your avatar.

clear yew
#

okay uhm , it seems to be working but.. for some reason when I paint the body black it turns green for no reason , its pissing me off .

open cipher
median orchid
#

?

hollow perch
#

Fingerpoint?

open cipher
#

When, in oculus, you're pointing, without pressing the fist button

hollow cove
#

How does the Min/Max range would for the Audio Source.
Correct me if I'm wrong, but I've been guessing that the Minimum bubble is where the sound starts, and the max is where it ends, with anything inside the minimum, not hearing anything.

fierce bane
#

That is how it works, but the VRCSDK overrides settings for most of it sadly...open the build panel and look at the sound again, it resets it to their "safe" setup

hollow cove
#

Any idea on what the settings will actually look like after the SDK changes it?

fierce bane
#

open the build and control panel then go back to the audio, you'll see their forced settings

hollow cove
#

Lame. Completely understandable, but lame.

reef nexus
#

Anybody got some tight dynamic bone settings for a long pony tail

#

I already got colliders on her spine bone flush with her back both on the X and Y axis

hollow cove
#

Tight like "Cool" or as in "Well put together"

reef nexus
#

natural but a little more stiff

#

i just cant seem to get it to feel right

topaz dome
#

i want to put some sounds on my avaters/animations wheres the best place to get them

hollow cove
#

I put in just in the hierarchy. Not attached to anything. But if there's an object that's making the sound, (like a Light Saber or gun) than it'd be better to attach to sound to the object.

topaz dome
#

ok but what website would be good to get sounds from iv'e seen some avaters have memes play durning animations

reef nexus
#

Ok never mind. I just found a solution. I'm using a looping walk animation to dial i values on the fly then saving them after

hollow cove
#

Any audio clip site would work, as long as you can make the file an ogg type.
I would say that there are probably sounds on vrcmods, but most to all of those are going to horrible, and probably get you in trouble, I would advise against those types.

#

Some sites let you save youtube videos as just the audio, so you could also try that.

reef nexus
#

also found out you cant use plane colliders in vrchat

undone glade
#

is there a more updated version of snail marker, because it doesn't work for me

#

Because snailmarker and the tutorial are both way outdated

slim sparrow
#

Works fine for me

undone glade
#

is there an updated version for me, because it just doesn't work

reef nexus
#

snail marker works

undone glade
#

I'll make the attempt, wish me luck

undone glade
#

worked this time around

#

not sure what I did differently though

clear yew
#

can anyone tell me if you can lock bones' positions in an animation for idle sitting? i created one with the legs to the sides, but when i move my head up and down, the spine movements spread and close the legs even further.

#

(makes the anim look a bit lewd in the end)

hoary coral
#

Is there a way I can have an object locked in the world, and then use a gesture to bring it from wherever it is into my hand, and when I release the gesture it becomes locked to the position I just moved it to?

fierce bane
#

The only way I can think of to do that would probably be to have a gesture that activates a timed animation that slowly resets the anchor to 0,0,0 position/rotation to have it "return" to you, and releasing it anchors it in the world again.

#

not sure if it'd work though

glossy radish
#

How do I edit my sit animation? My avatar is short and has the issue of clipping through the bottom of any chair I use. I need to offset the root position up, but I don't know how. The animation controllers only have a few gestures and sitting isn't one of them.

fierce bane
#

It should be the "Idle" animation, but place the controller in the "Custom sitting animation" instead of custom standing

#

I'm not certain it will work though. Small avatars generally just use small chairs to get around it.

glossy radish
#

I don't see anywhere where I can access a "Custom sitting animation" option or anything of the like

fierce bane
#

It's in the avatar descriptor

glossy radish
#

I'll have a look there. Now that I know where it is, i should be able to get the rest done on my own. Thanks.

fierce bane
#

I'm not certain it'll work, but that'd be my best guess for the override if accessible

glossy radish
#

Alright.

#

Wow it's right there too. i can't believe I missed that.

frigid viper
#

Anyone knows how to make like a shockwave effect like what shader does it use? Was looking all over online

glossy radish
#

If it's what I'm thinking of, you'll want to use a refraction shader on a torus mesh.

#

This is the shader that appears to bend light, like what you see at the edge of an explosion.

frigid viper
#

YES exactly that!

glossy radish
#

I don't know of any refraction shaders offered by unity but I know that's what you need to use to get it done.

frigid viper
#

Thank you so much, i only needed some hint of what i need, i really appreciate it

glossy radish
#

Yeah

#

I'm not sure of how to use the animation thing here in unity. I don't know how to make a keyframe. I'll search it up unless it's simple enough to explain here.

#

Or more, when I add a key, it just resets instantly.

#

Oh nevermind. I got it.

frigid viper
#

Yeah you have to select the point in timeline while recording or add keynote to that line in timeline and then do your bajigarjager

glossy radish
#

ffs it keeps resetting it even after I set the keyframe

slim sparrow
#

Are you trying to change finger positions?

glossy radish
#

No.

#

Hold on, I can't link images here, so one moment while I go open imgur.

#

Oh I see. Tiny warning in the bottom stating "Keyframing for humanoid rig is not supported!"

#

Which makes zero sense. I'm trying to override my sit animation to raise my body up a bit since I clip through chairs.

#

And I need to also rotate my legs a bit.

#

Clicking the "Add Keyframe" button up in the top right is doing nothing, presumably because of that warning.

slim sparrow
#

You cannot directly manipulate bones @glossy radish

#

You need to use the Animator properties

#

Such as Root T to change your height and Leg Stretch etc.

#

It's under the animator component

glossy radish
#

Animating within unity is entirely foreign to me.

#

I'll see what I can do.

slim sparrow
#

In the animation window, go to add property

#

Then animator and you'll find all the properties there

glossy radish
#

Ah-ha. I see now.

slim sparrow
#

Do yourself a favor and either make the pose with Muscle Animation Editor or do it in Blender

glossy radish
#

I know how to use blender - that's why I was doing it the way I was. I need to know how to import animations in exclusively without overwriting the mesh, if possible.

slim sparrow
#

Ah, well

glossy radish
#

I have to overwrite the mesh, oh well.

slim sparrow
#

You can export the model with the animation embedded inside the FBX

#

Then import it as a new separate model

glossy radish
#

Yeah alright that's what I'll have to do then.

hollow perch
#

The trick is you make a new fbx/mesh just for the animation

slim sparrow
#

After importing it as a separate model, you can configure it as humanoid and then duplicate the animation out of it

#

No need to overwrite anything.

glossy radish
#

Coolio.

glossy radish
#

I'm still having some trouble with it. I'm going to try one thing right now to see if it works. For the moment I have the Custom Sit Animation set to my own animation override. That failed, I'm about to try overriding the AvatarControllerTemplate's IDLE animation entry with my custom sit animation to see if that works.

slim sparrow
#

To override your sit animation, you need to grab an override controller and override the "IDLE" animation, then put it in "Custom sitting anims".

#

It should work fine then

glossy radish
#

Ok that's what I'm doing for this current upload. Good

novel lagoon
glossy radish
#

Was about to ask the same thing

#

Alright I'm still having issues.

#

Initially it worked, but I had selected the wrong animation and it was simply in my avatar's idle pose as defined in blender. It was not the default VRC animation so I knew I had it correct.

#

Upon correcting it to point to the right animation, it goes back to the default VRC animation... i think. It's hard to validate since my legs are in the ground.

#

Yes, it's on the default VRC animation.

hollow perch
#

Click one from inside the fbx and press ctrl d

#

It will make a copy outside the fbx

#

You can delete the fbx or ignore it once you have done this for all of them

glossy radish
#

Oh and in relation to ^ does the animation need to be a child of the model I'm using?

#

Because if that's true, that'd be why this is failing.

hollow perch
#

Make sure the fbx with the animations is rigged as humanoid. If it is, it will be compatible with any humanoid avatar including my little butterfly with antennae as arms

glossy radish
#

Hm.

#

I know that the animation works because when I used the wrong one (I exported it incorrectly from blender) it played that one

#

I think it's because the animation is part of a separate model. That Ctrl+D trick failed for me because there's a pipe in my animation name. I'll try fixing this on my own here.

#

(It failed because that's an invalid path character)

hollow perch
#

Aha

novel lagoon
#

@hollow perch i can't duplicate an object inside a model

glossy radish
#

I was able to duplicate it.

#

Ensure that the animation has no invalid path characters in it

#

Examples are: | * ; : ? < >

novel lagoon
#

@glossy radish what about "_"?

glossy radish
#

That's valid.

#

And unfortunately for the issue I was having, position offsets in animations don't seem to work.

hollow perch
#

Yep had same issue here. Anyone know which keys do work for position?

glossy radish
#

^

hollow perch
#

I could probably write an editor script to migrate from one type to another if I know what works... maybe I'll take some of the anims I downloaded and see what they did differently

glossy radish
#

THere is one thing I want to try because in unity the position value for the skeleton itself is still zero. I want to see what happens if I set that to y=1, which is about the amount I need to go up.

#

I offset pelvis to try to move myself up, that failed. So now I'm testing the entire skeleton

novel lagoon
#

i'm still lost on how i can move an animation from a model to a folder, that CTRL-D trick just isn't working

hollow perch
#

You have the fbx open? Select the thing and do Edit -> Duplicate ... it just does nothing?

novel lagoon
glossy radish
#

Nonono not there

#

imgur is erroring

novel lagoon
#

o

glossy radish
#

I can't send a pic.

#

It's under the Project tab where you find the actual asset for the animation itself

#

This is why VRC admins need to just allow file sending..

#

They have an entire bot they can moderate messages with attachments that aren't images.

novel lagoon
#

Oh i got it

#

wow that was easy

#

i feel dumb, anyways thanks

glossy radish
#

The unfortunate part is that you can't put it into another model

#

But yea sure thing

#

You know I just realized a really hacky way to move myself. since position changes aren't working in animations.

#

Move my root bone to be a dummy bone connected to a second so that it forms an elbow joint

#

And by default, have those bones folded up. Then when I need to move up just extend them

#

@hollow perch Gonna ping you in regards to ^ since I can't get position offsets to work and that may be a solution

#

omg if this works i swear

sacred swift
#

can a teleporter work with animation
like a train going in a tunnel and the entrance being the teleporter and just being sent somewhere else while ur sitting in a chaitr in the train?

glossy radish
#

If a chair or other prefab you are sitting on teleports, you will move with it automatically

sacred swift
#

ya i know that but im not going anywhere, i just restart with the animation loop. its not taking me to the place i want to teleport and im sure my vrc trigger inspector is right

glossy radish
#

since imgur is having an anuerism ima just use github gyazo

#

this is probably one of the hackiest ways I've thought of to force a position offset

round path
#

I'm sorry, this is probably a dumb question- does anyone know if you can apply an animation to an object to work with the general bone's vrchat models are rigged with? Like the way sitting works with a chair, but not a single pose.

glossy radish
#

I think you can.

#

Namely via what I've been doing - overriding my sit animation.

#

Do you know how to override the sit animation?

#

Wow it actually worked!

#

Hahaha. Okay so if you need to move your root position, just make an elbow joint and do some tricky rotation

uncut pier
#

sorry if this is in the wrong section, but does anyone know how to convert mmd poses to work on avatars in unity?

hollow perch
#

@glossy radish there must be another way because the mmd worlds and such work I believe by just attaching an animator to any humanoid without changing the bone heirarchy

plucky abyss
#

holy shit hi xan

hollow yacht
#

how do i set shift f1 command in unity?

dim lava
#

So I've got an animated tail attached to my hips as a separate FBX. It plays an animation through an animation controller, and I can see it moving behind me. However it doesn't show up on any mirrors or screen?

#

Anyone got a better solution for looping idle animations such as tails?

slim sparrow
#

You should probably make it part of your mesh for optimization reasons and reasons like these

#

Are you by any chance enabling the tail's mesh renderer on an animation?

#

Such as having the tail's skinned mesh renderer component be off by default

dim lava
#

an hour late but the animation is simply bone rotation on the tail. It auto-plays on an animation controller

slim sparrow
#

Alright, but is the mesh enabled by default?

#

And the mesh renderer

#

Because mirrors currently have issues regarding those

dim lava
#

yes they are all enabled all the time.

#

the tail is animated through an animation controller, so it plays and loops always

#

It's a separate FBX because animation controllers break avatars and it has to be attached somewhere else

#

it's my duct-tape AF solution for tail idle anims since the devs killed legacy animations

slim sparrow
#

Uh

#

You can put an Animator component on literally any bone though

#

If the tail is part of your model, that probably means you have a tail bone on your hips

#

Then you just put an Animator on this first tail bone

dim lava
#

That's essentially what I've done

#

the animator is on the root of the FBX

#

and it plays an animation of the tail moving

slim sparrow
#

Yeah, but what I'm saying is you don't have to make it separate

dim lava
#

won't an animator component break the avatar?

slim sparrow
#

Nope

#

You can put an Animator component anywhere you like

#

You just can't directly control the Animator component that's on the "top level" of your avatar

dim lava
#

hmmm ok, I'll try combining the tail to the main mesh and doing that instead

#

thanks for the tip

#

👍

novel lagoon
#

is there a way to change your model's appearance in an animation? I'm using blend shapes for one of my animations but it always reverts back to the way it was when it ends

undone glade
#

@novel lagoon Do you mean sort of a transformation?

#

Because I have an animation for my Kamen Rider that goes from Civilian to Super Hero no problem.

novel lagoon
#

@undone glade yes, just like a transformation. Only problem is, i kinda want my avatar to stay in that transformed state 😅

#

by using animations, it alwasy reverts the changes i've made in the animation

undone glade
#

What I did was make sure my body meshes were separated, but weight painted to one armature

#

Then once you have it in your Unity project, you can create an empty game object in the root and place the body mesh you want to transform into on the game object, then turn off the game object.

#

It will break the prefab, but that won't effect the avatar in anyway.

#

I do it like that so once you make the animation you can just turn on the game object and show the body mesh. Also easy to adjust what you need without having to recreate the animation.

#

That's sort of like a full avatar switch though

#

You can do the same with bit's and pieces just as if you were adding a sword or a gun to your model

#

As long as the body is separeted by the main avatar mesh and what you want hidden until the gesture or animation plays.

novel lagoon
#

ohhh ok i get what you did

#

ill try it

#

thanks for the response btw!

undone glade
#

This is assuming this is a part of the avatar sense you mentioned blendshape so I thought to throw my hat in the ring when it came to the topic 👌

#

If I had a better idea on what you're going for I may have an idea on what to do

novel lagoon
#

yup, i mean i can really use anything, as long as i can somewhat trasnform/change the appearance of my avatar

#

oh really? i would appreciate it if you could 😄 im kinda of a nooby

#

but im learning

undone glade
#

Is it a clothing swap of sort or a full on avatar change?

novel lagoon
#

its a hair mesh swap

undone glade
#

Oh, then just separate in Blender by the main body, the hair that will be visible, and the hair you will change into. So you'll in the end have something like:

Your avatar
Armature
Body
Main Hair
Secondary Hair

novel lagoon
#

yup i got that

#

i made sure to place both meshes the armature head in unity, now i need to make them swap

undone glade
#

Make game objects and place the hair in each, it makes editing a bit easier in my opinion since if you have to go into blender. All you really need to do is move the empty game objects

#

Then just a matter of turning one game object off and the other on

novel lagoon
undone glade
#

Oh, if it's own separate thing you can just put those in the head bone and do the same thing really

#

I'm guessing it's a super Saiyan thing you're going for

novel lagoon
#

it is

undone glade
#

Yep, just treat them as if it was a sword or a gun. Pretty simple item spawning thing once you know it :+1:

#

A lot of your animations really are just turning something on with the prop itself or a empty game object

#

Just make sure that creating the animation that the key frames are at 0:00 and 0:01 with all the same values.

novel lagoon
#

to "turn on and off"

undone glade
#

If you're doing super Saiyan you can keep the base hair on, but in the animation you have the base hair box unchecked and the SSJ box checked.

novel lagoon
#

alright it works!

#

wow thanks

undone glade
#

No problem

#

With the base hair unchecked it will know that it needs to be turned off during the animation.

#

Then you duplicate the same values at the 0:01 mark so it doesn't flicker in and out of existence or it feels delayed toggling

novel lagoon
#

yeah i've noticed

undone glade
#

Empty game objects are a handy little tool I suggest you try to use more, you be surprised on how much you can do with them :+1::

#

and you can even get to a point where you can sort of weave together animations so you can still use normal hand gestures as well as whatever you want

novel lagoon
#

well, when you put it like that, i guess i'll just have to 😅

sacred swift
#

I need help once you go into the tunnel there's a train that you sit down in and the train pulls you all the way to the end of the other tunnel well the other side of the tunnel and you go through and when you go through that's where the other teleporter is but it's just pulling you through and then just restarting the animation loop it's not teleporting you to where you should be going so I'm confused if that is possible to be on an animation ride and going through a Teleport at the same time because it's not fucking working

#

is this possible?

woven surge
#

Trying to temporize a gameobject, creating an empty game object and inside the sword, creating outside an animation for the gameobject and temporizing it there, and "legacy - once" that animation, then creating a component on the empty game object and dragging that animation onto the animation component of the empty game object. Finally I create a normal animacion activating that gameobject, but sword is activated by default when I do the animation on vrchat, and months ago I always did this and worked really good, and now is not working, do they broke something? I don't know what to do to temporize props on my animations now..........

dim lava
#

@woven surge Legacy animations are no longer supported as of 2 updates ago

novel lagoon
#

hey is there a way to make it so your avatar freezes/doesn't move during an animation?

spark fox
#

@novel lagoon What do you mean by that?

#

Like an emote or something?

novel lagoon
#

well, im trying to make an animation override, but for some reason the head bone and hip bone doesn't move with the animation. something like an emote

#

@spark fox

spark fox
#

Hand gesture or an actual emote? And sorry for the late response @novel lagoon

#

If it's a hand gesture, those only mask the finger transforms in a humanoid rig

#

Everything else is ignored

novel lagoon
#

oh i see

#

thanks

#

@spark fox is there an emote that lets you move the whole body though?

spark fox
#

Using the emote slots

#

Look in the override controller where it says EMOTE1 EMOTE2 EMOTE3 and such

#

@novel lagoon

#

If you want to do something like this, being toggleable and all, sorry to say you can't.

#

Toggleable in the sense of a hand gesture

novel lagoon
#

oh ok

#

thanks

glossy radish
#

If I leave an override to "None" will it just use the default?

#

I assume yes.

clear yew
#

@spark fox you are wrong

#

Gesture based locks are doable

#

You can ask anyone that knows about it

#

@novel lagoon

#

I know how to do it as well but i wont be home for a few days

novel lagoon
#

thanks i will

west widget
#

Im having trouble with some animations, I made animations for emotes that work but the music doesnt work with them. also I have a particle effect in one animatoin that doesnt show up in the game, but the rest of the animation works besides sound once again

west widget
#

please @ me if you reply

hollow cove
#

I got a Skeleton, with an animation that plays a audio file (laughing) and moves his jaw very silly. But the jaw part isn't happening when I play the gesture. Also for some reason, his mouth is slightly open all the time, but his jaw is closed on the non-animation copy.
The Animation just has the Jaw Close and Audio Source Active on it.

spark fox
#

@clear yew First, I love how you try to point out how I'm "wrong" every chance you get. When I said "toggle," I meant you can't toggle something like an emote. Sure, you can make the excuse that "You can just create a separate prefab of your avatar playing an animation" but really, that's not what he's going for here. He was asking why his head and such weren't moving when he was playing a hand gesture. A hand gesture is just that, a gesture you do with your HAND. It masks the animation for your fingers, allowing them to move, but the rest of your bones that are part of your humanoid rig will not follow suit. And yes, I'm aware of the existence of toggle props, defunct with the removal of Legacy animations, and I'm also aware Xiexe made an easy inventory system creator, which is basically an easy to set up toggle prop system. I use this myself sometimes as well, though not much.

#

And gesture based locks, I do that sometimes as well, usually for audio and such since I sometimes trigger it way too often

clear yew
#

you can use a hand gesture toggle

#

you can freeze a hand gesture without a vive

#

using an animator component

spark fox
#

I never mentioned the Vive

clear yew
#

and adjusting the animator settings in the animator window

#

without an emote toggle

spark fox
#

But again, what this guy is specifically asking for

#

Was not what you were trying to correct me on

clear yew
#

lol

#

toggle props isnt defunct

#

what year are you living in

#

the non legacy version exists

spark fox
#

I just mentioned Xiexe's inventory system

#

Did you even read what I sent?

clear yew
#

i dont use his system

spark fox
#

His system is basically an easy Toggle Prop

#

And the system used before used Legacy. Now here is where you can say that I don't know what I'm talking about, and I'm ready to admit it

clear yew
#

ive always used the non legacy version

spark fox
#

I had no idea people found another workaround for custom animators without Legacy, if that's what you're trying to say at least

#

Unless when you mentioned animators earlier, it was something completely different

clear yew
#

the non legacy version is a non legacy version of the legacy toggle prop system

spark fox
#

I get that much

clear yew
#

it's just a slight modification without the use of the legacy animation component

spark fox
#

It's evident by the term "non legacy"

#

But anyway, you understand what I was saying to him up there, just to clear this up.

#

He was asking if he could freeze or move the head or hips in an animation

#

Using hand gestures

#

I assumed he was asking about those anyway.

clear yew
#

yes using keyframing

hollow perch
#

sorry I missed part of the discussion, but can't you use a gesture to trigger a VRC Inventory System-like Animator Behavior toggle the same way you could in an Emote? In other words, I can make one gesture like fingerpoint enable a "Turn on" animator and make another gesture like handopen trigger a "Turn off" animator, just like the enable and disable emotes you might use.

spark fox
#

I mean you CAN but it's more practical to just use an emote slot

hollow perch
#

mostly true, in my experience too.

#

I met someone who showed me a really elaborate system using only gestures, basically doing exactly this but with an animator system that could be paused at any of like over 10 states, because you can choose how long to hold the gesture, compared to an emote that is fixed length.

rain reef
#

Its called xiexes inventory system and its on github

clear yew
#

that's not the elaborate one lyuma is talking about, xiexe's uses animation states to toggle props

#

set to emotes not gestures

west widget
#

im having trouble with some animations, I made animations for emotes that work but the music doesn't work with them. also I have a particle effect in one animation that doesn't show up in the game, but the rest of the animation works besides sound once again

novel lagoon
#

hey anyone knows how to change the material of a mesh during an animation in Unity?

stuck spade
#

Heya, someone can help me with a animation? I want to play an animation in the background (custom blink) if i put it on the Avatar or empty object it doesn't play on the Avatar and if i edit the idle the legs are broken ingame.

#

tried with animation and custom controller, both doesn't affect the Avatars eyes unless i put it on the Idle.

slim sparrow
#

@stuck spade you need to put an Animator on your body mesh

#

Idle animation controls your entire body, so of course you would have to make sure the idle animation actually concerns the whole body

#

If you left it half crouched then it'll be half crouched ingame

#

But doing it through idle is not a good idea

stuck spade
#

body where the materials are?

slim sparrow
#

Just put an Animator component on your Body mesh, yes

#

Then you can make an animation from there

stuck spade
#

thankies i try that soon!

#

also do you know a way to make materials invisble? Unlit doesn't work anymore

#

(on the avatar body)

#

like i want to remove a backpack thats a single material

west widget
#

How do I fix sound on animations?

stuck spade
#

wym by fix?

west widget
#

they are in the animation but wont play when it is activated

stuck spade
#

did you try it ingame?

west widget
#

yea thats how i know

stuck spade
#

Hmm okay, send a screenshots of the settings?

west widget
#

they are checked in the respective animation window

stuck spade
#

where the audio source is

west widget
#

okay

stuck spade
#

should work like normal if they didn't change stuff with Unity 2017

west widget
#

the particle effect doesnt work either

clear yew
#

@west widget lol

west widget
#

it always gets the laughs or terrified reactions

#

@clear yew

clear yew
#

im both

west widget
#

XD

#

@stuck spade

stuck spade
#

i always remove ONSP

slim sparrow
#

You're supposed to

#

Any SDK that is not horribly out of date should tell you to remove the ONSP component anyway

#

I thought at least

west widget
#

okay so they should work after that?

stable remnant
#

how do i basically do animation overrides

#

i want to add an object into the scene and move it to my hand. how do i do this

#

does it have to be rigged onto my model or

novel lagoon
#

hey anyone knows how to change the material of a mesh during an animation in Unity?

winter sundial
#

I've done it, but it's likely not the correct way. I make sure that the avatar is recording (that changes are added to the animation) and then I go to the avatar's body and change the material to another.
It should add a "material reference" block in the animation

novel lagoon
#

if so, do i have to make 2 elements or just one?

winter sundial
#

Mine looked like that, yes. I just made that change and copied it to both keyframes (1 and 2) and used that as a gesture

novel lagoon
#

i did exactly what you did but nothing is changing

#

i think it might have something to do with the way i use elements on my mesh

quaint marsh
novel lagoon
#

Oh wait never mind

#

Apparently you can’t see your own material change in mirrors

#

Weird

lone verge
#

hey, does anyone know (what i assume to be) particles well enough so that i can throw a kunai? i'm trying to work on a scorpion avatar

torn pawn
#

kunai is just a mesh particle, for that you need a shader that aligns mesh properly

#

if you want for it to stick in walls and align properly, then you'll need to usemultiple subemitters to realign itself

lone verge
#

i... don't know what that means xd

#

i have very little experience with particles

#

i couldn't really find a good tutorial online for vrchat

pliant furnace
#

Hey guys, not sure if this would be an animation question or not, but is it at all possible to enable and disable an animator inside an animation?

torn pawn
#

yes

reef nexus
#

So I am trying to learn blender's animation system. Can we export the animations in to unity to use with VRC? I like blenders dope sheet better because I can use IK to animate bone chains

spice urchin
#

yea

#

as long as u map it to humanoid u can use it on any avatar

#

it shows up in animations tab

reef nexus
#

schweet. I just have to figure out how to get my animations to loop smoothly

#

thanks

cosmic idol
#

anyone know how to make audio sources be affected by avatar sound settings rather than sound fx

slender onyx
#

Hey, im trying to get a model to unsheathe a sword, but the sword in the sheathe wont disable, any idea whats wrong?

reef nexus
#

Ok so I did the animation, baked it in to the FBX and unity sees it but the tail isn't moving. Works fine in blender

reef nexus
#

Ok I figured out I need to bake the action since I'm using bone constraints

spice coral
#

anyone got that howard dance anim laying around?

undone glade
#

@slender onyx is the sword and sheath two separate props?

#

Just like having the box checked in your animation, make sure you have the box unchecked in your animation for the sheath

slender onyx
#

Thanks for responding but I’m good, I figured it out, everything was working fine it just wasn’t picking up the updated version of the model. All is fine now :)

hollow yacht
#

okay cam someone that knows what there doing walk me through the process of setting up animations bound through function keys?

stuck spade
#

my blink animation still doesnt work..

#

tried using a animator on the body and animation only, nothing works

slim sparrow
#

Does it work in Unity when you hit play mode?

#

It has to be animated from the perspective of the body

stuck spade
#

it doesnt show

#

wym exactly

slim sparrow
#

If the animation property is Body/Skinned Mesh Renderer.Blend Shape Blink, that won't work

#

Because it'll look for a sub object called "Body"

#

Press F2 on the animation property

#

With the animation window open

stuck spade
#

then?

#

isnt there a way to play the blink animation in the bg?

hollow perch
#

Press f2 edit the name and delete body (make it blank)

#

Then it will work in an animator directly on Body

radiant falcon
#

Has anyone been able to use the muscle editor in the new version of unity?

slim sparrow
#

Yep. @radiant falcon

#

Try importing the latest version from the asset store.

rain reef
#

Anyone having problems with muscle animation editor since after the unity 2017 update? It keeps saying my avatar isnt humanoid even though it specifically is, bones are mapped, normal animations work perfectly fine just muscle editor doesnt realize my avatar is humanoid.

#

In fact it doesnt detect any of my humanoids

#

Already reimported it

clear yew
#

anybody having issues using hand gesture templates on this new unity? i drag it on to a dupplicate of my avatar and its not applying the keys properly, just giving me missing yellow error

reef sandal
#

Does anyone have a good tutorial for World simulation space particle systems? I can't quite get them to work

lofty radish
#

@reef sandal setting the simulation space to world instead of local is all there should be to it

reef sandal
#

Hm maybe there's just something else I'm doing wrong

lofty radish
#

whats the problem youre having exactly

novel lagoon
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can you make it so your hands dont move when you make a hand gesture using override?

willow veldt
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Just copy paste the idle animation's hand animations onto the gesture.

rain reef
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@reef sandal you want to use fixed joints for what ur trying to do

stuck spade
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still can't get a cusotm blink animation to work.. Is there somewhere a tutorial for Unity 2017?

spark fox
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@stuck spade Use an animator. Put it on the body mesh. Create an animation and then assign it to the mesh with the animator

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Then gut record and mess with the shape keys

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Check the pinned messages in this channel

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There's a video for this exact topic

stuck spade
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i tried putting an Animator on the Body and it didn't play

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I will check that out soon

spark fox
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Because you need to have an animation state on the animator

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It needs to know you want to animate the body

stuck spade
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ah okay, before i used legacy and since VRChat stopped using that

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so the video explains everything?

spark fox
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Pmuch

rain pumice
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Questions how does one do constant running animations since legacy animations have been removed I haven't worked on models in a while and was wondering what I had to do to get it working again if someone could link me to a video or something on how to set it up that would be great 👍

torn pawn
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animator, but don't use animator that's on your avatar

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if u want tail idle, put animator on your tail, have the bone selected, create animation and done (don't need to make duplicate avatar)

rain pumice
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Is there a way to get an old animation because I have one set up from before but the bones are missing as the hierarchy is different as it's going straight from the tail instead

torn pawn
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if u have animation component on tail, then put animator instead and remove legacy from the animation file

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and drag it ont he animator bone

slim sparrow
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@rain pumice press F2

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To change the "path"

rain pumice
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Thank you all for the help ❤

reef sandal
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@rain reef Thank you so much, I'll give that a shot as soon as I migrate to the updated unity version

rain reef
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@reef sandal I just tested it on a new upload and the process still works, if you run into any issues let me know

tame jasper
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Does anyone know how to fix one of their other models animation on their main model from being animating with the models eyetracking? Just recently when I made the update to Unity 2017 it did this, the other models aren't parented to the eyes, just the hat that I have them on so I don't know how to fix it. Any help would be great.

magic drum
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I want to animate material properties as I am doing here: https://imgur.com/a/q8PeZFf
Works fine in editor as expected, vut does not animate ingame. Is this a common thing? Is VRC hijacking my material instance?
It is just a looping animator sitting on the sphere itself. Works when animating e.g. scale.

red linden
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I found that animating material properties does not show locally but they should show up for others

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some of them anyways, not really sure why

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oh and mirrors don't show them properly either

magic drum
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oh

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how about cameras?

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cause I don't see it in world cameras either

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mind meeting me ingame real quick to check? I am kinda curious @red linden

red linden
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It should show in world cameras so there's probably something wrong with the animation then

magic drum
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oh ok

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good to know

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^^

slim sparrow
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@magic drum @red linden it does not show in cameras either

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You need to ask someone else if they can see it

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Cameras are just looking at your mirror copy so it would have the same result anyway

magic drum
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Thank you @slim sparrow 👍 very nice to know

slim sparrow
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Your animation probably works fine ingame, just the mirrors

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If you are in VR, turn on holoport and walk around

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Your local avatar is fine

hollow perch
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Everyone else always sees you fine even in mirrors

red linden
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weird I swear they've shown up in camera's before

clear yew
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Excuse me, but is there way to reupload generic avatars without the animations being messed up or no?

serene lava
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I'm having trouble animating a material, can someone help?

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Whevever I set the main model to record, then switch to my mesh with the material, it stops editing the animation

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Should be noted that I'm trying to animate the material of something that isn't part of the main mesh normally, it's an accessory

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nvm I can just animate the accessory

red linden
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there's a little lock where you can lock on to what the animation timeline sees

prime gale
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So I always forget this channel is more appropriate for this

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My muscle editor doesnt seem to be working, likely because it needed updated

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of course I should have removed any traces of the old version, but I forgot

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and now even updated and reimported it isnt working

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in fact even newer issue

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I restarted Unity, re opened my prject

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and now I dont even have the option under Window for the Muscle Editor like I did before

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but it is imported apparently

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and now it magically works

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¯_(ツ)_/¯

restive bane
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Inside of unity, is there a way to have an animation start at a specific time/frame when the object appears, or play certain time/frames of an animation and stop?

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Or is that something I have to do in Unity's Animator?

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Maybe this will just work the way I think anyway, it's supposed to play the animation one (and stop) time on activation. So as long as the animation is applied and not looped I think it should work

vivid ocean
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So, apparently when i do an animation for both blendshapes and hand gesture, the animation jitters on the hand animation. They keyframes have the exact same properties ad the exact same values for said properties in the animator, there is zero movement in the animator itself when switching between frames, and there isn't a dummy end keyframe way out like in 5.6. yet in game and in the animation preview pane, the fingers jitter as if there is a difference or they aren't looping properly. if the blendshape is removed, the animation works fine, but that defeats the purpose. I've tried remaking the animations, tried single keyframes, and nothing seems to work. Help

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unfortunately I've found the cause. apparently unity 2017 absolutely hates it when you copy keyframes from one animation to the other. The best course of action is to duplicate the entire animation and modify it from there, which sets me back all the editing i did to the hand gestures already.

viral hazel
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So quick question, I've already tortured myself with modeling a gun to a character, is adding a custom emote/dance to the model going to be harder or easier?

misty tiger
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depends if you already have the dance animation

south lynx
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Is there a fix for rigid bodies on the new update? For me it’s working fine in game and I can walk around and the animation plays where I drop it’s

But everyone else it look like it’s attached locally...... which defeats the purpose of using a rigidbody....!

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I tried reuploading with unity 2017 and the new SDK and my animations are still broken

torn pawn
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Umm, how to stop world particles following armatures rotation?