#animation

1 messages · Page 96 of 1

south lynx
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@torn pawn you need to use a fixed joint/rigid body

torn pawn
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fixed already

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it was render alignment to local instead of world/whatever else

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❤ Rokk

slim sparrow
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@south lynx put a fixed joint on the tutorial avatar and delete his meshes

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Then put your world objects under there

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In the meantime wait for them to fix it I guess

south lynx
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Wait what? How is the tutorial avatar different from using a gameobject?

slim sparrow
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Nobody knows

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If the game object is a humanoid model with an Animator and a controller, it works

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Otherwise it doesn't

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Use the AvatarTPose controller

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Jitters less than before too if you parent it to the hips (still jitters locally)

south lynx
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Okey lol... do I need to keep the avatar active all the time then and just make a new override to activate the animation?

slim sparrow
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Just use the same setup as before

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But instead of having an empty object with a fixed joint, have a tutorial avatar with fixed joint

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The rest is up to you

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You can put your stuff under the tutorial man's hips or next to his armature. You can delete the meshes too

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I shared a 2017 world objects prefab in Quantum's Discord in case you want an example, but it should be simple enough already

south lynx
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Alright thanks

serene lava
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Yo how do I put down a prop and walk away

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I got it to kinda work once but whenever I put it back down it didn't appear in front of me

slim sparrow
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Take the tutorial avatar, delete the meshes, put a fixed joint component on him. Attach the joint to nothing. Put your desired prop(s) underneath the tutorial avatar.

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You may have to assign something like AvatarTPose in his controller slot

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Make sure the tutorial avatar is disabled by default

stuck spade
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Heya anyone has the standard idle but atleast 10 secs long?

slim sparrow
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And you enable him on an animation

serene lava
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Why do you have to use the tutorial avatar and not an empty game object?

slim sparrow
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Because of a new bug

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I have no idea why, but you have to use a humanoid model to put the fixed joint on.

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Otherwise it will move with you for other people

serene lava
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So I've done that before, but how do I make the position reset when I redeploy it

slim sparrow
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Uhm

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Hard

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I made a prefab for world objects that you should use

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But I cannot send it right now since I'm not at home

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I will be home in like 2 hours

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Remind me then

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But basically, you have to use an animator to reset the position

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And use a hidden property on the animator to trigger a state change

serene lava
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big thank

ivory laurel
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Hello! So I tried to make an animation that involves a separate object with separate armature. I got them to Unity and now I've got these files. Can I somehow connect them in Unity so that they play at the same time? https://imgur.com/x8HpetQ

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Like, merge these two into one animation, is it possible?

slim sparrow
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@ivory laurel you can change the animator controller that you put these on

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Add another layer and add the second animation to it

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That's the easiest and cleanest solution

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That way the single animator will play both animations at the same time

ivory laurel
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I can already tell It's gonna be hard since I'm new to Unity, but still thanks, I'll try my best

novel lagoon
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Is it possible to make a custom idle animation for your avatar?

slim sparrow
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Yes.

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Simply override the idle animation

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However, the game's IK will make your head try to stay in the same place, and you cannot float off the ground in idle animations as easily.

novel lagoon
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Can you maybe rotate your avatar tho?

slim sparrow
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Not really

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Don't expect anything more than being able to pose your arms, reliably that is

solar birch
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is there a quick way to add fingers when doing hand related animations?

fiery star
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how do i do the thing that when i do an emote it kind of summons other models/avatars to do the emote as well?

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when i try it the other models are just stuck in tpose

fiery star
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they work properly when i test them in unity

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oh, nvm, it does work, it just dosent show up in the mirror

bronze pilot
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Is it possible to put different body pose on hand gesture?

hollow perch
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No, due to something called an avatar mask, only hand poses can change. However it is possible to hide the body and show a new mesh/avatar with its own animator/armature. You can link some bones using fixed joints if you want the "puppet" to behave somewhat in sync

hollow helm
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Hey is there a way to change the running animation speed?

slim sparrow
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Yes, just change the running animation with a new one

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@solar birch muscle animation editor, it's a $10 asset on the store

solar relic
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anyone have sfm?

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need some assets from it

spark fox
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@solar relic Rule 13.

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No discussion of ripping content

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You can ask around in other places

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I myself don't know

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I'll DM you something though

solar relic
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roger.

clear yew
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Boi

sacred swift
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how do i get my animation to go back to its original spot without it just being drug there

flat cipher
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You mean without it teleporting back to the start?

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If that thing of yours is in a map and uses a custom animator controller you can make a copy of the animation inside the animator and set it's speed to -1 to revert it, then make a transition to it from the other animation and it will just play the animation both animation back to back with the second one being in reverse.

sacred swift
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the dino is attached to a game object that im dragging around

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i dont understand what u mean

slim sparrow
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@sacred swift untick apply root motion in the Animator

flat cipher
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Nevermind then

sacred swift
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got it better but its still not right

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there has to just be something in the transform tab i need to fix

lavish scaffold
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@sacred swift What exactly are you trying to do? A loop animation where it goes from point A to point B then back to point A?

sacred swift
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yes

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its doing that now,

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but its turning into the postion all dumb

lavish scaffold
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On your animation, you can simply copy the 1st keys and paste them at the very end of the animation.

sacred swift
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thats what im doing

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thats why im confused

lavish scaffold
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That is very strange. It is supposed to work. Have you tried doing the animation again? Or trying it with another gameobject ? (as a test)

sacred swift
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it happens to me all the time so i know its something in the settings i need to chaneg

lavish scaffold
lavish scaffold
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So the keys at 29 seconds are the exact same as the 1st frame? it looks like it continues to animate even after the animation ends 🤔 (it is hard to tell without seeing the full animation)

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Ok I will try to make an example for you to try. Just for testing. 1-create a new game object. 2-create a cube inside the gameobject. 3-on the cube, create an animation 4-click the red dot (recording mode) 5- on frame 60 (1 second) move the cube to the right (you will now see 2 keys, one on frame 0 and one on frame 60) 6- on frame 120 (2 seconds) move the cube forward (you will se now 3 keys) 7- on frame 180, copy the keys from frame 1 and paste them on frame 180. If you hit play, the cube should go right, front, then back to it´s starting position in an infinite loop. @sacred swift Is that how you are doing it?

sacred swift
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yes

lavish scaffold
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Did you try the test? does it go in an infinite loop in circles?

rancid valley
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Does someone here have a working Muscle editor for 2017 unity? mine somehow broke and cant find the models and so on

late phoenix
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You just need to update it

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Via the asset store

torpid wadi
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@slim sparrow sorry to mention you about this, but for using a humanoid avatar as a world object thing, should i make the worldobjectparent the humanoid avatar or the worldobjectjoint the humanoid avatar?

grizzled snow
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hey is there a way to shoot fire out of your hands?

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like a flamethrower or something

rain reef
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@grizzled snow make a particle system

red linden
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@sacred swift what's the values for rotation on the timeline

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because if you used the orignal rotation it will rotate back just like that

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like if you had a rotation from 0 to 180 it would rotate to 180 clockwise, but if you used the original rotation of 0 later it would rotate counter clockwise from 180 to 0, you'd want to have it set to 360 instead of 0 if that makes sense

stuck spade
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hmm anyone know how to edit like a tail animation? Like if i enter something the position just resets

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with Unity 2015 it worked but now it just removes my number after pressing enter

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and shows the old one again

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like rotations doesnt work but size does

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nvm dynamic bones script removed and it works now.

tidal elm
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Hi, some question here, is there a decent way to change the coordinate of our character at the end of an animation? Like, i start at 0.0.0, i end my animation at 5.0.0 and i want to have my new position at 5.0.0, is it possible?

timid prawn
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you cannot change your position I think since its is a specific one.

tidal elm
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An alternative could be to make my character invisible when the animation trigger with a hand gesture and move to the end position i want, but i'm not sure if i can have the animation on a "secondary visible character" keeping the initial coordinate and not following me.

timid prawn
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you can put an animation on a duplicate

sacred swift
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@red linden which would need to be 0 and which would need to be 180

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begining 0 and last 180?

hollow cove
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Most likely a simple question but.
How do I do animations in Unity. I've watched videos, and do that steps, but when I get into the game, it doesn't work, mostly.
So I know I'm close.

I make a duplicate. Make a new animation. Set my game object (gun, sword, etc) to active. Grab the animation finger whatever's. Shape my hand proper. Turn off that model, throw the new animation in an override, and it doesn't work.

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By mostly I mean, the hand will take the right shape, but the game object doesn't show up.
Or it shows up in the wrong place, size, and attached to the wrong bone.
The particles don't go off, but the sound dose.
Shit like that.

red linden
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the last one, it depends on what your original rotation was though

hollow cove
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Here's a good question. If I want Particles, do all my models need to have it in the hierarchy, or just the one for the animation.

spring nova
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the models you use for animating are simply a puppet you use to create the animation, and then that animation is applied to the main model that actually gets uploaded

hollow cove
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That explains a lot

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See I knew it was something simple

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Thank you. It should work now. I hope

torpid wadi
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nevermind seems people found out that you can just use an animator with an empty controller with root motion set to on attached to the joint

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to fix the world object fixed joints

hollow cove
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The Game Object at least appears, but no sound or particles.
Progress it progress though

fiery star
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anyone have the anim and sound file of kannas version of tipsy?

slim sparrow
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@stuck spade disable the dynamic bone script before animating

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Dynamic bone is pretty invasive and will "hold on" to rotation values really easily

stuck spade
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ik i found it out but still ty

hollow cove
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Does it matter when in my models hierarchy the particles and audio go?

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Like, do they need to be attached to a bone, or something

slim sparrow
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It depends on where you want them to be attached.

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If you just want them generally on your model, put it on a game object next to your body and armature.

hollow cove
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Then just change the animation to make the game object active

slim sparrow
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Yes

hollow cove
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Sweet

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thank you

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Still didn't work :/

violet moss
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Where can I get the Animator.Enable property? I need my animator to disable another animator.

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I was told you can't add it on your own but can download a file with it already added

hollow perch
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It is will show up as Behaviour.Enable. You need to copy it from another animation and change the path with F2. Try vrc inventory system for a generator

violet moss
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My problem is i don't have another animation to copy it from

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I don't know what vrc inventory system is

hollow perch
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It's a free editor script available on Xiexe's github. You can also copy from that old toggle props thing by twisted wheelbarrow though the system doesn't work any more

timid prawn
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its possible to have an shape key that go 0 to 100 in the same frame ?

hollow perch
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Off a gesture? Or in a general animation

timid prawn
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for like a blinking

hollow perch
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For animations yes you can make two keyframes one frame apart and change the bezier curve to create a vertical step in the curve.

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If you go to dope view in the animation editor you get two grip handles next to each point. Move one to be vertical so it is shaped like a stairstep

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And make sure there is a keyframe one frame earlier (like 0:05 at 0 and 0:06 at 100

timid prawn
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thank

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because those model change the hole face and not just the eyes or mouth that why I needed strait up

spring nova
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What you're looking for lyuma is select both keyframes and set both tangents to "constant"

hollow perch
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Ah even better ^ didn't know that was a thing thanks

timid prawn
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to be optimize its one mesh with viseme

timid prawn
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I put the blink animation in the animation comp but doesn't play on the avatar

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i follow a tutorial put idk what is wrong :/

hollow perch
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Make sure it is in an animator and not marked as legacy. See First pin

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@timid prawn

timid prawn
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its dont play in unity at all beside manually press play in animation on my duplicate

last wolf
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quick question does F2 gesture work properly now?

small tapir
torn pawn
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u can try enabling animator that does the animation, you can't change hand positions with gesture

novel lagoon
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hey, for some reason, my animations i made in blender are not exporting into Unity

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can anyone help?

lusty dew
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default hand position

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i'm not sure what i did wrong

lusty dew
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how can i fix this?

red linden
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desktop gestures are a bit broken on this patch

Hand gestures locked in open palm in desktop mode
lusty dew
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ah

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i'm getting VR in like a week's time so whatever

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should be fine then

small tapir
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@red linden What do you mean with locked in open palm in desktop mode?

clear yew
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@red linden if you sit down on chairs while opening your palm, you will get locked into that animation frame until you swap avatars

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or is this a desktop only known bug?

small tapir
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@clear yew I don't know after update but vr people had that bug too

clear yew
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yes, not sure if he means that, that has been a bug for years

grizzled snow
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how would i make a particle system fire like a flamethrower? is there a guide?

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because i want to shoot out of my hands so i can do cool fire tricks

small tapir
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Free asset with a flamethrower, that way you can see how it's done if you don't like it

small tapir
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@lusty dew Your problem is that the arm don't move to right position when you do the animation, right? Have the same problem will tell you if i find i fix

slim sparrow
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@clear yew they fixed gestures getting stuck when you sit down

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You would think they would make a bigger deal out of announcing the fix or something, since most people have been very pleased about it

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I'm assuming it's something they wanted to knock out before avatar chairs

clear yew
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it wasn't fixed last time I played? what version is this @slim sparrow

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yeah, I'd be ecstatic about it personally

slim sparrow
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The current live version. When I sit down or stand up while holding a gesture, the gesture will correctly release itself.

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I confirmed this with several other people

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They all had the same thing

clear yew
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ye gods 😮

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thanks for the headsup

hollow perch
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Haven't had any locked gestures since at least 2017 update either. Does eliminate a way to lock emotes but I'm so happy I don't need to be afraid of sitting any more

clear yew
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that's the best news ever

dawn leaf
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Oh bet that’s good to know lol

lusty dew
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@small tapir it doesn't move the arm, just puts the gun in the hand
getting vr soon so i thought i'd just add something like that in advance

timid prawn
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since they remove the legacy. I cant figure out to make my simple animation to just work. I put it in an animation component. set to loop. and its not on legacy. it dont play in unity ether. what i do wrong. its probably stupid

torn pawn
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u use animator component not animation, and don't use your avatar animator as root for animation file

small tapir
muted prairie
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also the strafe

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run and sprint

clear yew
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anyone know if it is possible to change avatars with hand gestures? like hide one mesh and show a new one 🤔

spark fox
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@clear yew It is possible, but you better know how to weight them all to the same skeleton

spice coral
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Don't need people with like 8 avatars worth of data on one taking forever to load

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with 100MB+ bs

clear yew
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well i just want to take off my boot 😛

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i can i not post pictures here?

spark fox
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No

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You have to upload them to a website and then post that link here

clear yew
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need to use imgur?

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got it

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just can't figure out how to replace the mesh of the avatar with a gesture

spark fox
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Just make it so instead of making an entirely different model that's holding the boot, just make the boot that you want to take off a separate material, then just summon an object in your hand

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No need for an entirely separate model

clear yew
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well it's a different model because the og model doesn't have a foot so i added one from another avatar and removed the boot

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are you saying that i should put a foot texture on the boot to make it look like a foot? xD

spark fox
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@clear yew nononono

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Put a transparent material on it

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Like just make a material in your project

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Make it Standard with Fade

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And turn the alpha on the color to 0

clear yew
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that's why i made the new one with the foot one it

lunar pasture
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noice

timid prawn
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Make 2 mesh. One on the feet and one in your hand. Hide the mesh of one and reveal the other one in an animation for a gesture

spark fox
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@timid prawn that's kinda what we're trying to avoid?

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Just have the feet render at all times and just replace the boot material when you don't wanna use it, like when you take it off

misty tiger
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just make shape key to scale the boot to 0

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don't need multiple meshes for it

harsh mural
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stupid question, is there any way to get a copy of the default animations or at least a video of each one?

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I'm just having a hard time visualizing each one without much reference

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eh, I'll just grab a custom pack and reference that

timid prawn
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Yeah

clear yew
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hey so i wanna make a finger pen again, but this time i wanna make it stay after i let go

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so that i can actually write

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instead of one continous line until i let go

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anyone know the trick?

misty tiger
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the way that snail's marker does it is you just have the pen always writing

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when you want to stop writing, you shoot your trail object like SUPER far away, like 1000000 units away

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and you use a custom shader to discard triangles that are around that size

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that's the trick if you wanna do it with trail renderers

clear yew
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oh wow

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thats so cool thanks

misty tiger
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you can look up snail marker and find a thing to set it up for you, but that's how it works if you were curious

clear yew
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much thanks ❤

misty tiger
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np

clear yew
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Having an issue with Gestures and objects. I've set everything up correctly in the gesture but in game the object is floating away from the hands.
Any ideas as to why? I've never had this happen before.

slim sparrow
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@clear yew are you uploading with Unity 5.6.3p1 or 2017.4.15f1?

clear yew
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2017

rough pasture
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anyone tried to make custom strafe animations?

small tapir
rough pasture
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yes - same thing for me. i know that left and right strafe use same animation clip, just mirrored, but why it rotate - i have no idea

small tapir
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Same, i have no clue what's wrong

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I wonder if we need to make a Male_Standing_Pose with all the animations in it or something

rough pasture
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tried it - still rotates in game

small tapir
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Oh

rough pasture
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maked all animations for every slot - but it rotate anyway. closest i could get to this effect inside unity - is blending between standing and strafing with root motions. it looks like it update body rotation at the end of animation as default state. and then it tried to blend again, and again, and again. and this continues as long as you press strafe

vale yoke
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Is there any way to make multiple animations that affect a single skinned mesh? For example, one animation that is always on (Custom eye blink), and another that uses an animation override to do an animated material property change
The only way I've figured this out is to seperate the material that gets changed into another mesh and put the animator on that which isn't optimal for optimization

slim sparrow
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@vale yoke you can put an Animator on the Body to have it blink

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And you can put another layer on the same animator for the property change

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You can also disable your Body mesh, duplicate it and put it under a few game objects to have as many separate animators on it as you need.

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Should work just fine but IMO isn't ideal

vale yoke
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Ah, so how do layers work with animators? It's possible to change layers in an animation override? And would it disable the blink when switching?

slim sparrow
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Layers are just ways to put multiple animator state machines in 1 animator

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But you can't swap out layers or anything like that

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It wouldn't disable the blink if you make sure it's on both meshes

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More concerned about the visemes

vale yoke
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So you can't have a layer be disabled and enable it with an animation? Damn, so looks like multiple meshes are needed then, but it's good to know about

slim sparrow
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You can probably get away with one mesh buried in several game objects

vale yoke
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True

slim sparrow
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With one animator directly on the mesh for blinking, then one animator above that for the material change

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Unless you can do the material change directly in a gesture

vale yoke
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It's a change that I'd like for to use up a half second to fade in, so I'd prefer using the animator to make it look good rather than instant

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Well, thanks for the help!

rancid valley
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Is it possible that rigid bodies on particles arent working on world particles anymore?

slim sparrow
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They work fine for me

rancid valley
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WEll then i have an issue, my particles are as a heart im holding in my hand, once it dies it shoots out the same mesh into a direction i aim at

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but instead of where i aim at, it just flies straight front

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Always flies the same direction, no matter where i rotate it to

slim sparrow
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Is it a mesh particle?

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Oh, you said it always flies in the same direction? I see

rancid valley
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yea

slim sparrow
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For subemitters to move the right way, the parent needs the slightest amount of speed.

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Give it a speed of like 0.0001

rancid valley
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oooooooooo

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let me give that a try

slim sparrow
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If you hold it in your hand, you can make the one in your hand local while having the subemitter be world space

rancid valley
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so basically the heart im holding has speed 0 and is local

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yeah

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so speed up by minimal value and it should work?

slim sparrow
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Yes

rancid valley
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would make sense actually

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Weird it seems to work but once i change directions with my hands it doesnt react to collision anymore hmm

analog kelp
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Hello people. Can someone tell me how to make an animation stop? I can't figure out how to make them stop looping

small tapir
analog kelp
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That may be that yes, I'll test it in a few minutes

small tapir
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@rough pasture Is the spinning only happen when you use Crouch?

rough pasture
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nope, any strafe. exept prone one

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but in prone strafe uses same animation as forward

buoyant dove
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why can't move fingers

small tapir
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@rough pasture For me it's only when i use Crouch and move left and right i spin. And when i move to the left it mirrors my arms like you said.

rough pasture
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on my model - any strafe turn me in beyblade

small tapir
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People also say it looks like i'm lagging when i'm walking but not when i talk. and it's only the avatar with with edit walking animation

unkempt spruce
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how do u add both guns on both sides

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i know how to put them there

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but when i go back to vrchat it only shows one

buoyant dove
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why can't move fingers. how fix it ?

torn pawn
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@buoyant dove you need at least middle, index and thumb mapped for IK to work

spark fox
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@torn pawn He meant animation. Apparently he hasn't animated fingers without using the Muscle Animation Editor before

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If he needed rigging help he would go to another channel

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I know James is good enough with avatars to know how to do that thougj

ivory atlas
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its lonely in rigging send help

analog kelp
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Does someone know why when I stop an animation, it takes a long time to go back to normal, and the elements appear again if I'm doing any hand gesture (even the ones that aren't mapped)

spark fox
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@analog kelp You need to assign a second set of keyframes that's just a copy of the first bunch.

analog kelp
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What do you mean by that exactly?

spark fox
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I mean just what I mean by that

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Copy the keyframes from frame zero to frame one.

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Just copypaste

analog kelp
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Ow ok, I think I got it, thanks

spark fox
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No problem

small tapir
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Question i can't turn off viseme with animations right?

spark fox
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@small tapir Nope

spice urchin
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u can if u replace the mouth part

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in the animation

spark fox
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If you use the viseme shape keys in an animation

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It'll render those shape keys useless

spice urchin
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no like

spark fox
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From what I've picked up

small tapir
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@spice urchin Yeah that's what i thought

spice urchin
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u can hide and show

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with active or a shape key

spark fox
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Well yea but then multiple meshes

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Or you mean like just putting a mask on

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If I were to guess though, try making an animation that sets all visemes shapes to -100

spice urchin
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not multiple meshes if using a shape key

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cuz u can resize the verts

spark fox
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...you mean faces right?

spice urchin
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ye

small tapir
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I can even do it with texture change if i have 2 mouth but one mesh

spark fox
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Vertices themselves cannot be resized, they're a single spacial point

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Yea that works komat, but at the cost of some materials

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P O O R L Y O P T I M I Z E D

small tapir
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What's best extra material or extra mesh?

spark fox
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Material

#

With more meshes calls for more skinned mesh renderers

#

Plus multiple meshes using the same material? That technically still counts as its own material in Unity's eyes

small tapir
#

Nice

red linden
#

it won't count if it's instanced but you can't instance skinned mesh renderers

small tapir
#

Oh material change don't show up in mirror right?

analog kelp
#

Well I can't seem to find a way to fix my animation, it just slowly comes back to normal and any hand gesture shows it again for a long time. Copying the first set of keyframes to the first frame didn't work

small tapir
#

@analog kelp how many frames do your animation have? Is it a hand gesture?

analog kelp
#

It is a hand gesture yes, and it goes on for 3:40 sec sooo.. 220 frames I believe

slim sparrow
#

Hand gestures can only have a frame at 0:00 and 0:01 or they will take a long time @analog kelp

analog kelp
#

Then I have to create an emote I guess? But I think you can't move your avatar while doing an emote right?

slim sparrow
#

Yep

#

Why do you need such a long gesture? You might be able to offload the animation to an Animator somewhere

analog kelp
#

Well if you know Penny from RWBY, I'm trying to create what she does with her blades in the show

slim sparrow
#

Ahh yeah

#

Well, that should be possible

#

Instead of animating the blades directly in a gesture

#

Put them inside an empty game object, and make the animation from there instead

#

You can edit your existing animation's path with F2

#

Like, make sure the game object has an Animator component on it

#

And animate it from there. Make sure it's self-contained so it plays when you press play mode and enable the object.

#

Then just enable/disable that object in a gesture.

#

The object activation is only 2 frames, but the object will play an animation on its own while active, this can be any length.

analog kelp
#

So do I need to put the blades in the object aswell?

slim sparrow
#

Yes

#

Then the object can animate those blades

analog kelp
#

Then I may need to redo the animation

slim sparrow
#

I'm assuming the blades will go on your spine or chest

#

Well, you can press F2 on animation properties to change their path

analog kelp
#

Yeah I'll try that. thanks a lot for the advices

#

Ow yeah one more thing tho. How do I interact with her blendshapes from the Gameobject? @slim sparrow

slim sparrow
#

Oh, uh

#

Well, there are two answers

#

The first answer is "you can't"

#

The second answer is a solution:

#

Duplicate the Body mesh, disable it in the gesture, and put it inside the game object. Then you can freely animate on it.

#

But then you won't have lipsync while you are doing the animation

#

If you still want lipsync during it, there are two solutions to that but both involve Animator logic, which is hard

#

Basically you can enable/disable animators on a gesture using a specially crafted property, which can enable/disable the blades animation without disabling the game object

#

Then you can put this new mesh as the one with visemes on it, permanently

#

Or you can put an animator directly on the Body and do the same thing there

analog kelp
#

That seems a bit complicated for me right now. I'll keep that in mind but will probably not try it right now

round panther
quartz adder
#

for particles?

#

i mean stuff like this has a good chance of just getting you blocked unless its just around friends

#

just look up a guide on particles if you really feel the need to do stuff like this.

uneven acorn
#

when im making emotes some of my shape keys get stuck after previewing them in the animator tab, is there any way to fix this

craggy sage
#

is there a reason why my mesh animates when i make the animation, but not when i hit play?

#

am i just missing something?

crimson pecan
#

I added an audio source as a custom animation but it runs automatically when I enter a world

#

any idea?

drifting locust
#

@crimson pecan sounds like you have it enabled in unity when you upload it. Presuming the animation is set up to turn the audio source on, then you need to have the audio source disabled when you upload it.

crimson pecan
#

Yup figured it out

#

I needed to click the button to 'turn it off'

drifting locust
#

Yeah. It its enabled. It will..well.. be on haha

crimson pecan
#

hm

#

now it's not playing through my emote

drifting locust
#

In the animation you should have two key frames. One at 0 and one at 0.1
Both keyframes should be the same. And both should be setting the sound to On/Enabled. Otherwise you might have issues

slim sparrow
#

@craggy sage make sure you're animating the whole thing

#

If the gun has an armature, animate the whole thing and not just the mesh

crimson pecan
#

@drifting locust yeah I dunno my guy just convulses and no music plays

quasi perch
#

If I want to keep particles constantly emitting off my avatar, even while I'm just walking around or standing there, do the particles need an animator?

slim sparrow
#

No

crimson pecan
#

Is there a way to run custom emotes from Unity?
Rather than having to export to VR chat to test?

slim sparrow
#

@crimson pecan duplicate model, drag animation onto duplicate, press play mode

torn pawn
#

btw does any1 know if we still have to use fixed joints for world particles? it's the IK breaking world particles, and not the 5.6 unity?

obsidian vigil
#

@torn pawn if we dont have to, please inform me 😛

slim sparrow
#

Pretty sure it's just the IK executing after the particle system component that made it necessary

#

I think it's still like that but you should test it out

solar relic
#

hello someone showed me an animation... so I want to recreate it. but I having a lil problem figuring it...

#

basicly he shoots a particle after he stop his gesture.

#

since when theres a offtrigger on avatars??

slim sparrow
#

Particle system on by default, emission module off. Emission module has a burst defined.

On frame 0:00 of the hand gesture:

  • Particle system off
  • Emission module on

On frame 0:01:

  • Particle system on
  • Emission module on
#

@solar relic

#

When you release the hand gesture, it will play the gesture animation to the end and fire off the burst, but it won't fire by default

#

You can do a similar thing with audio sources using play on awake

solar relic
#

owh... the particle is like the by product of the animation?

#

so how do I turn it off quick?.. 0:00 and 0:01 both particle system off?

clear yew
#

Instead of drawing like a pleb... I spawn a keyboard layout on a quad with a collider... And i use a laser pointer with a projectile particle that has a subemitter

#

Only needs 2 gestures

#

Distance fade on the quad btw

buoyant dove
#

why very slow finger on vr chat

spark fox
#

@buoyant dove You need to make a copy of the keyframes, so a set on frame zero and another set on frame one.

buoyant dove
#

like is 0:00 0:01

lucid pasture
#

Anyone else’s muscle editor no longer working for the new unity?

buoyant dove
#

what version you use muscle editor

vale yoke
#

Go to the asset store in New Unity and update it

sweet zealot
#

2 questions:

  1. where do i find mmd dances to download
  2. how do i convert them into something i can use in unity?
misty bolt
#

i hope this is the right channel for my following question: When i try to enable a Particle System on a specific second, the particle starts at the beginning from my animation... The particle should enable after like 1-2 seconds... any ideas?

undone niche
slim sparrow
#

@undone niche it's blush. Change the blush material to cutout or fade/transparent

undone niche
#

i figured out meanwhile, removed it

#

but thanks

cobalt linden
#

I have an override for a hand gesture in this override template, but when I do it in game, nothing happens

#

I know it's going through the animation though because the avatar dissapears after a few seconds (intended)

#

anyone got any ideas on what's wrong?

round panther
#

im trying to do a animation with blush too, in unity and blender it works normaly

#

but in vrchat doesnt appear only the blush

#

any idea?

arctic rain
#

does anybody have a ears down (cat ears) animation? also a ears up?

crimson pecan
#

Hey is there anyone who can explain or point me towards docs for two-handed gestures?

finite carbon
#

i am socialist

marble flicker
#

I'm trying to export a vmd file to an anim file, it works fine in blender but the anim file doesnt appear in unity

wary parcel
#

@undone niche change it to standard sprite Shader and you will be good.

#

Cutout is bad

marble flicker
#

Can anyone help me with vmd to anim for unity

spark fox
#

@marble flicker You literally put an MMD model into Blender, put the VMD on it, and then export as FBX. All you do

marble flicker
#

When I do that blender either crashes or the model file doesn't have the animation on it in unity

spark fox
#

It should

last wolf
#

anyone know how to make sound play when you run only? it still plays when i'm walking

spark fox
#

@last wolf The reason it does that is because when you're moving, the running blends with your walking depending on your speed

last wolf
#

damn so i'll have to put the running animation on both walk and run then

obsidian vigil
#

how did you apply that custom anim 🤔

#

just drag it into the slot?

spark fox
#

@obsidian vigil Pretty much that's how it's done.

obsidian vigil
#

welp

#

i tried that

#

didnt work for me back then XD

pure ledge
#

Is there any way to switch animations in a gesture?
Trying to make a pet of mines switch from a normal idle animation to an animation where it moves its head to pat it.
(The two animations are done, I just need to know how to make it in a gesture)

slim sparrow
#

@pure ledge either disable the pet and enable a copy that has a different animator

#

Or use the animator behavior stuff to make it transition to the new animation

pure ledge
#

The second one is the one I'm trying to get, any idea on how to do it?

cursive gulch
#

how would i go about making custom animations and having them all in one state machine? i need them to have a delay and some are more than 2 keyframes so i need to use state machines (to my knowledge) but i dont know how to only use 1 state machine instead of 1 for every animation, and seeing as the object has to be inside of the object with the state machine i have to copy the object for each animation, how do i fix this?

torn pawn
#

open animator and make transitions from animation to animation?

cursive gulch
#

what i just realised i forgot to mention is that i wanted to use different gestures but activating the same objects

torn pawn
#

you can enable with gestures different animators, if you nest the object under multiple game objects

sweet zealot
#

i animated a dance and most of it works but for some reason the hips will not move, so it looks extremely weird - it looks fine in unity though. Any ideas?

violet moss
#

Is it possible to have a custom animations with only 1 animator on the avatar total

calm pelican
#

is there something im missing with hand gestures? i have the animations created on a duplicate and theyre 2 frames they show up in unity but they dont show up in game when applied to the uploaded avatar's override. the only one that works is half of a smile gesture but it doesnt change the lowerlid visemes only the 70% a which is the correct value

frozen delta
#

For some reason, my audio doesn't play when I do a custom animation. What am I missing?
I've set the animation to enable the audio and the audio source is disabled.

mortal nova
#

Try creating an empty object and placing the audio source in it, then disabling the empty object but leaving the audio source enabled

#

then in the animation, enable that object

#

and make sure that its in the exact same spot in the hierarchy in the avatar you upload and the duplicate avatar you use to make the animation

frozen delta
#

Wait, I do hear it but it's very low

#

I already set it to high

mortal nova
#

So make sure that its set to linear roll off

#

I turn the max distance up to 2000 because the SDK will change it

#

when its uploaded

frozen delta
#

but isn't that too huge?

mortal nova
#

Im not 100% but I know that on my avatar its not overpoweringly loud and I was having issues with people not being able to hear my audio

frozen delta
#

What was the volume?

mortal nova
#

I dont remember off the top of my head and Im at work. I believe it was 50%

rain reef
#

Max volume on audio sources is .5

#

Anything above gets changed on upload

frozen delta
#

It still changed to Custom Rolloff

#

and the max distance is now 30

mortal nova
#

hmmmmmmmm

#

vrcat's website is blocked by my work computer so Im not able to look up things for you right now

#

if anyone can share optimized audio settings for sound coming from an avatar that'd be 10/10

frozen delta
#

It's not loud enough but I guess it's better now

violet moss
#

Urgh, is there any way to put an animation that runs all the time on an avatar, without creating a second animator? you used to be able to do it with legacy animations

#

but those are gone now

hollow perch
#

Yes you have to put it one level deeper, or do the thing on idle, walk, run and prone

#

And separate sitting override with its own idle. And when you are on stations it will break

tardy abyss
#

The 2017 update changed the way animations are saved (apparently). Because I'm trying to update an old one, and it's not actually being updated (according to the timestamp of the .anim file).

violet moss
#

I was trying to avoid a second animator because the upcoming performence rating only wants one animator

hollow perch
#

I think that animator is the main one, so you have to do it in idle/walk/etc in that case

#

Not allowed to upload an avatar without the main animator

violet moss
#

If I put a animation in idle/walk/etc it tends to override the IK stuff

#

this is just a tail wag

tardy abyss
#

There's this new 'Preview' button, and the record button. I hit record, I do a change, I hit record again, and it should be updating the animation... but it's not.

#

I really could use help.

hollow perch
#

Ya the tail wag puts you from very good to good... nothing you can do about that I think. I've done tail wag with dynamic bone but again no dynbone in very good

violet moss
#

So Very Good just can't have custom animations in any form

#

because it requires a second animator

#

because they took legacy anims out

hollow perch
#

Not entirely true. You could do wag in a shader

violet moss
#

that's /more/ laggy

hollow perch
#

Or do some rigid body /configurable joint tricks to make tail follow eye tracking or somthing. I don't see joints on the list.

#

No, vertex shader code to compute tail position could just be a couple sin function calls. Wouldn't even notice it

violet moss
#

Darn, too bad i don't know shader code 😦

hollow perch
#

Essentially a vertex distortion of vertices painted with a particular color

tardy abyss
#

Could anyone help me, please?

hollow perch
#

Ya really not worth the effort for a very good rating imho, but theoretically possible haha

#

Are you doing the change in the inspector? Did it turn pink/red when you changed it?

#

What I do is hit record (also turns on preview) then I hit preview to turn record off and preview off when done. What type of value are you trying to animator @tardy abyss

violet moss
#

welp if i can't have my green star i might as well use everything Good is allowed to have, lol

tardy abyss
#

I'm just trying to change the position of a flashlight. In Unity, I got it, but ingame, it's clearly not saved.

#

Checking the time of the animation file, it was saved when I published the model in Unity. But outside of that, it doesn't show the animation actually being updated (going by the time).

#

It's another one of those 'works in Unity but not VRChat' things.

hollow perch
#

Is this in a world? You are changing position/rotation of a game object in an animator?

tardy abyss
#

I am changing the position/rotation of a game object in the animator (in Unity).

#

This is an avatar.

#

Well, the prop of an avatar I'm trying to change.

hollow perch
#

Where is the animator placed in your heirarchy? Is it on the prop? Are you trying to do the lock in world position thing? It is slightly more complicated now

#

Also not a legacy animation correct? Legacy Animation with the red play button are no longer allowed

tardy abyss
#

I don't think we're seeing the same thing here.
This is a flashlight. A model, in the avatar's hand, that I'm trying to change in the Animator.

#

I have done it like this in the previous version, and it has always worked. But apparently it has to be done in a different way with this new version.

#

This is literally a simple animation of using an object.

#

I hope that clarifies things.

#

Hello?

#

Anyone?

#

Please.. I need help.

shell vale
#

How does one Select an avatar's Shape keys in blender. IE: I'D like to select the vertices that got moved for a specific shapekey. To make more shapekeys.

#

For example, Selecting the mouth for only the lips and all that.

hollow perch
#

@tardy abyss i still don't quite understand the setup you have? You made a flashlight object, with an animator on it containing a controller with one animation that does something cool (like say flicker the light level for spookiness). Your flashlight is unchecked/not active by default? When you use a hand gesture to activate the flashlight game object it doesn't play your animation?

#

A screenshot of your heirarchy and inspector could help as well. Just trying to figure it out. Does it all work correctly in play mode?

tardy abyss
#

I actually figured it out. I am an idiot. I completely forgot that the position of the flashlight also has to be changed of the original avatar.. not just the dupe.
Oy...

waxen ore
#

Guys i trying to make animation for hand gesture and it taking many parts of of my hand bones, but when im trying to use it in VRC my avatar just have some broken moves, like spinning and going under the floor. All what i need its just rotate some child bones of my hand in 3-4 sec without looping the animation. Can some1 send me some tutorial or just help in PM pls.?

hollow perch
#

So for gestures they can only do one thing (2 identical keyframes at 0:00 and 0:01) - changing anything over time will break things in weird ways. So one solution is to use another animator on your hand to animate those parts and use a animator toggle aka "Behaviour.Enabled" toggle which you can only get by copying and pasting from something else like a prop toggle or inventory system prefab

spice urchin
#

u don't rotate the finger bones

#

u use the muscle params from the animator

#

the index stretch and etc

hollow perch
#

Oh I thought he was talking about rotating a prop. Good point

spice urchin
#

or the unity muscle editor plugin/asset

#

that lets u animate humanoids by rotating things without needing to use the params manually

hollow perch
#

Hmm but in that case you must use the gesture system not a separate animator. However Controlling the length of time is not possible from a gesture

spice urchin
#

they just sayinf they want a hand gesture

#

o 3-4 sec

#

yea then u will put an animator on something like the hand

#

and use m_Enabled as a keyframe

hollow perch
#

Animator can't touch bones rigged as humanoid

spice urchin
#

o yea

hollow perch
#

Also for this you can disable the whole game object so you don't technically need animator enabled toggle. Bones don't have to be active to work

spice urchin
#

anyone know how to use final ik for actual ik

hollow perch
#

You only have to rig 3 of the 5 fingers in humanoid so you could make a fake finger or two and leave the rest unrigged then you can animate them as you please. But whateever you do here is not going to be pretty

#

Better off dealing with not having the 3-4 second delay or some people combine two gestures: one at the beginning and one later on and they just practice to make it all look smooth

spice urchin
#

cuz i wanted to make like

#

multiple leg IK

hollow perch
#

Oh man that's a dream of mine. I assume you have tried the obvious approaches of using freeze position fixed joints to copy rotation

#

I've seen questions about final IK pop up occasionally. Does anyone have examples of working systems made for vrchat that use extra IK components?

spice urchin
#

is there also a way to make emotes use foot IK

#

cuz ik u can use foot IK if u make an animator

#

but for an emote can u do it

hollow perch
#

Emotes can do anything animators can do. The only restrictions I know of are interacting with bones controlled by humanoid muscles

spice urchin
#

yea but how do u enable foot IK

#

i dont want sliding feet

spice urchin
#

u know what i think ima just use an animator

#

and make it a cloned version of model

#

and put it on gesture or something

#

cuz i used to do these gesture combo things

#

where one gesture enables all animations

#

and the second hand gesture chooses which one

waxen ore
#

Thanks guys ↑↑↑

#

But i have blade between elbow and wrist bones and i need to make animation for pulling it off from inside of the hand

spice urchin
#

then use an animator or somehting

spice urchin
#

why does this happen

#

in one of my animations

#

and it wont fix when i try to change the Right Hand Q

#

nvm fixed

#

weird bug when import

waxen hound
#

I guess i post this here? In unity if i want to test colider instead of spazing the avatar around. Could i make the avatar have like a controler function to walk them around? Or i guess i could add a random animation. Problem is i cant zoom in closer when shaking the model around to check clipping

slim sparrow
#

Yes, you can assign any animator component @waxen hound

waxen hound
#

Ok i will take a look

tidal elm
#

Hi, little problem here, i have an animation triggered on hand gesture (turn my character invisible and a particle effect at the same time), the first time i use it after my avatar is loaded, the animation work perfectly fine, but if try another iteration, i can still spam the invisiblity part, but there is a HUGE lag on the particle effect, and trigger randomly 5-10 second after it's supposed to happen.

#

Any idea why it's happen and how to work around?

torn pawn
#

lag can be cause by how many particles are emitted, if they are mesh, if they have high level of noise and other things, if they are very high resolution, or high res texture sheet, lights

#

u need to show screenshot of the particle system that's causing issue @tidal elm

round panther
#

Anyone knows if the model position in the animation (x,y,z) is different then the normal model affect the position in game?

hollow perch
#

@tidal elm lag in hand gesture is often caused by keyframes other than the required identical ones at 0:00 and 0:01. Please open the animation you have on your gesture and delete everything after 0:01

tidal elm
#

@hollow perch Going to try that, the 0:00 and 0:01 identical is mandatory in every animation?

hollow perch
#

Every hand gesture animation yes

pale nimbus
#

Somewhat similar question to the one from Crepe.
I have an avatar that plays a song with a gesture, and I want something to happen at certain parts during the song. How do I do that without going over the one frame limit?

nocturne moon
#

Been trying to figure this out ever since the new Unity came out, but i can't rotate bones in an animation anymore, like to rotate ears and such for certain gestures. I've seen some public avatars with it so i know it's possible. Anyone have any idea how?

slim sparrow
#

@nocturne moon disable the dynamic bone component before you make changes

#

It "locks" the transforms in place for some reason

nocturne moon
#

Thanks

timid prawn
#

I just want to have my blinking animation working but since legacy is gone try to multiple thing but its not working. what am suppose to do ?

#

people say put an animator put the character go in the ground and soo on

south olive
#

Not sure if this is the right room to ask but, I been looking for a way to, with a gesture/animation, change my character's hair/clothing colors from one to the other and back. Anyone want to clue me in? I'm sure its possible but I am newb and M not even sure of what im looking for really.

hasty drum
#

I'm animating an armband that spins in a loop but I'm having trouble with slowing down the rotation speed. tips?

glad cape
#

hi i wanted to ask if somebody knows if its possible to make a particle only appear when its moving and maybe even making it changing the size depending on the speed

stuck spade
#

@hasty drum you can also use a particle system for that that's what i do

#

@glad cape yes you can i think it was under particle lifetime where you choose how many spawn

#

@south olive you can add an animator to your hair or body and and animation that loops, just change the material you want to use

glad cape
#

but therefor its going to spawn particles like trail wouldnt it?

#

id kinda like it to spawn only one which follows the bone

stuck spade
#

@timid prawn i used the Idle from Mixamo and put my blink animation on that, works fine

#

the particle will appear when you move

glad cape
#

but thatd be rate over distance right?

stuck spade
#

like if you put it under your arms it moves when you move your arms or run

#

yes.

south olive
#

@stuck spade but will that allow me to trigger it with an animation? like if I fingergun I want all my green to turn red ya know? Ive got several shaders that cycle colors but can not find something to create a trigger for to change coloration.

glad cape
#

then its probably not posible to make it move with the bone?

#

not on "world" at least

stuck spade
#

fixed joint i guess but not sure

#

@south olive if you want to change your hair with your hand then just make an animation that changes the hair colour

#

@nocturne moon if the bones have the dynamic bones script on you need to remove it to rotate the bone.

#

@round panther it doesn't. You can savely upload it

stuck spade
#

btw anyone has a tutorial to make a spawn animation when joining?

clear yew
#

where could i find an animation file for the default dance?

#

or remove the model from an FBX with the animation

naive niche
#

dance ?

rich marsh
#

For some reason in unity the music for my avatar that is OFF is constantly playing

#

anyone know how to fix it?

rich marsh
#

Help

#

please

rich marsh
#

no one?

round panther
#

its possible to edit multiple keyframes at once in one animation?

rich marsh
#

Yeah

#

just edit the other keyframe in it while having the line on it

round panther
#

what you mean?

#

@rich marsh

#

i want to edit all this keyframes at once

#

its possible?

rich marsh
#

left click on all of them while holding shift I think @round panther

round panther
#

and then?

rich marsh
#

edit them

#

tell me if it works pls

round panther
#

nop

#

it didnt

spring nova
#

fixed joints are broken, not rigidbodies. And there are two fixes: Either add an animator to it with nothing in it and root motion enabled, or use a configurable joint instead

#

they're a little more involved in the settings they have, but just filling out the target body and setting all the axis and rotation to limited should behave the same as a fixed joint

small tapir
spice urchin
#

just select them all and type in the value

#

i don't know if this still works but you might also be able to do stuff like +2 and add 2 to all values

small tapir
#

It will only change the keyframe the white line is on not all of them

spice urchin
#

then try just copying the keyframe and pasting it to the others

small tapir
#

That's what i ended up doing, but it's weird there isn't an option for that

naive ledge
#

unity is trash for animating

spice urchin
#

its ok

#

just not that helpful

ancient fiber
#

can someone confirm that they can upload their fbx to mixamo because it can no longer map any skeleton I throw at it

misty bolt
#

How can i make an obejct to an world object? I mean how can i do it so that the object is spawned stays where it is and it is not connectet to me. For example i wan't to place a mirror in front of me with an animation but it is following me. Is there a way to just place it in the room and i can move freely?

tidal elm
#

Hello, got something i don't really understand. I added an animation (just one frame but meh) on my override for my proneidle, it worked just fine and the head movement was fine too.

#

After some times, not sure what changed but now the avatar is just frozen, and can rotate if i change orientation but the head just don't move anymore, any idea why?

raven oyster
#

how to make an animation on a gesture while doing another animation on a different gesture?

tidal elm
#

@raven oyster You kinda can use a gesture with a left maj + F* and use another animation at the same time with a right maj + F*, still need to be carefull about some bad interaction but it can work like that

raven oyster
#

what is a maj + f

tidal elm
#

F* for F1, F2, F3....

raven oyster
#

I'm in VR, but what I meant is how to make combined hand gestures if it makes sense lmao

winter sundial
#

maj, you mean shift? And I think you need animation states or something to do that. Haven't worked much with it myself though, sorry

#

I think he means like, if his left hand is doing finger point, he wants the right hand fist (for example) to do something else

raven oyster
#

yea, and that to activate an animation

#

Yuumi helped me :)

cobalt linden
#

I added a crouch idle animation to my avatar's override, but in game it doesn't do anything. Any ideas on what I'm doing incorrectly?

fallow spire
#

is there a fix for the old problem that when i switch through the animations that it needs some seconds until the other animation will start?

abstract kestrel
#

Is there a reason my hands don't stay in a position when I try to pose them?

slim sparrow
#

You need to pose them using the Animator properties, you cannot rotate the hand and finger bones directly.

abstract kestrel
#

Ah

#

I see

slim sparrow
#

Add Property->Animator->Index 1 Stretch etc.

#

Of course this is a tedious as hell process so I recommend grabbing Muscle Animation Editor

abstract kestrel
#

Will do

#

Thank you

#

Does that cost anything?

slim sparrow
#

Yes

abstract kestrel
#

Alright

spice urchin
#

you don't need to make all the muscle params also if u have an empty hand animation

slim sparrow
#

Offload it to some other thing

#

So if you want a longer animation, put an Animator on an object and activate that object in the gesture

undone niche
#

Why are my animations all in slow motion

#

what did i miss lol

fierce bane
#

@undone niche one of your gestures is likely set to more than one frame for activation

undone niche
#

damn cant rly tell what went wrong

#

and now even the hand gestures are not working

undone niche
#

Lol yeah Hime u were right ,

#

Ok, they are fixed now, but my hand gestures dont work where the animations work

#

what can be wrong?

fierce bane
#

assuming you're using the custom override for animations. They override the gestures you put them in.
You also need to have index/middle fingers and thumb for gestures to work at all. (one bone each minimum)

undone niche
#

oh, didnt remember doing that last time

#

but makes sense

fierce bane
#

you can make your own gestures to go with the animations that way too

undone niche
#

Oof, lots of more work ahead then

#

xD

fierce bane
#

make sure if you do you edit the animator, not the actual bones

undone niche
#

i just don't understand

#

why one of the animations i did the hand gesture kept working

#

and not on the others

#

nevermind im dumb

#

lol

valid star
#

so animations are freezing after the update any one here have a fix its getting quite annoying now

tidal elm
#

I have the same issue, i searched and the "Thumb, Index, Middle need to be bind" come a lot, but i think it's something else, as i already had everything fine on that before

raven oyster
#

I've made an animation with particle effects, and it works perfect in Unity and many other avatars. But on this avatar the particle systems wont show up (invisible) in-game.

tidal elm
#

You use it on emote or on hand gesture?

raven oyster
#

gesture

#

when having particle systems in a game object, then the game object should be outside of the armature, right? it is world particles

valid star
#

yes

#

and rigged bodies on the wrist

sharp cove
#

Ok so I have an animation right... It shows in the custom override menu but in-game there is nothing

raven oyster
#

yea, still wont work

sharp cove
#

Any ideas?

raven oyster
#

is it particle systems mderp?

sharp cove
#

No

raven oyster
#

have u applied the animation controller to your avatar?

sharp cove
#

...

#

I'll try that

valid star
#

well mine is they show up but soon as they play they play a frame then freeze

undone niche
raven oyster
#

is the new sdk not working properly, since I have done every single thing the same on this avatar like I have on all of my others, yet the effects wont show up

#

@undone niche does the green thingy show only on animations?

undone niche
#

yea

raven oyster
#

then I have no clue xd .. unity and vrchat can be so confusing at times

valid star
#

is the texture for the heart eyes set to cut out btw

sharp cove
#

Yeah that didn't work Sharctic

raven oyster
#

oof, kinda having the same problem. animations works perfect in unity, everything set up, and yet it wont work ingame xd

sharp cove
#

Lol

valid star
#

guess ill go else where if no one can awnser my question

raven oyster
#

for me it works on items like knifes etc, but no particle systems

sharp cove
#

I just had a legacy model with an animation from blender

valid star
#

didnt they remove legacy last few updates ago?

sharp cove
#

....

#

I hope not

valid star
#

they did in the unity

sharp cove
#

Oh

#

Then what should the object be set as

valid star
#

well i know if its a huminod avtar animation has to be set to huminoid

sharp cove
#

Hmmm

valid star
#

then can duplicate the animation off

#

and set as a controller

#

that was last update

sharp cove
#

Mmn

valid star
#

but now thye just freeze in the mose recent update but work in unity still\

sharp cove
#

Ok

#

I'll try setting the object to humanoid

#

See if that works

#

If not then idk wait for another update I guess

valid star
#

well there are solutions i guess the people arnt on for it

fierce bane
#

Legacy animations were removed. They will not work any more.
Check the pinned messages to get a quick solution for it.

#

and if it's just a particle gesture for your hand, you don't need to use legacy or animator for it.
If you need it to change aspects of it mid-animation, then you'd need an animator to do so.

#

But just enabling the particle system, or the emission for it (depending on what you're doing) is just a simple gesture

sharp cove
#

It's a rollercoaster and I don't wanna animate it again in.... and in unity

#

:/

valid star
#

what about freezing animations after uploading to vrc?

slim sparrow
#

Legacy still works in worlds I think

valid star
#

since thats the only issue im having rreally

fierce bane
#

really? I thought they removed it for worlds too

#

what exactly do you mean by freezing animations?

valid star
#

play animation plays a whole frame then freezes

#

this is recently after the vrc update

slim sparrow
#

You mean it plays the animation once?

valid star
#

nope

slim sparrow
#

Also make sure you have uploaded the avatar in Unity 2017

valid star
#

yep have unity 2017 have the latest sdk

fierce bane
#

are you turning on an animator with a gesture?
Or are you trying to use the animation in the gesture itself?

valid star
#

both

#

they both do the same

#

start playing then it freezes in that poser or whatever im playing

#

pose*

sharp cove
#

Does VRChat accept generic objects?

slim sparrow
#

Yes

valid star
#

yeah

sharp cove
#

Ok I'll try setting it to that

slim sparrow
#

Yeah, it should work similarly

sharp cove
#

Hopefully

#

Ok one problem is

#

I set the roller coaster to my animator

#

But it plays when the scene is played

raven oyster
#

ok I got the particle effects to show, but they wont follow my wrist, they just stay in place where I spawn. I have rigidbody and fixed joint. any fix u know about?

valid star
#

game object has rigged bodie set to wrist or what ever part your moving?

raven oyster
#

lmao I am stupid, thanks!

valid star
#

lol k see if that works

raven oyster
#

the only gameobject I forgot to do it on was that one xd

valid star
#

if dosnt then ill have to open my particle gun prodject

#

thankfully that one still works

#

just new anitaions arnt workiing for me just want my gun to have a simple transformation

raven oyster
#

thank you it worked <3

abstract kestrel
#

How would one keep an object on the ground? Ie, stabbing a sword into the ground and it stays there.

valid star
#

fixed joints

#

object out side the armeture with fixed joints sually

fierce bane
#

Gestures can only be 1 frame, so don't try it that way. Use the gesture to enable an animator that has the animation in it. Generally you want Start->blank animation->actual animation

valid star
#

thats what im already doing himeki

#

it activates my animator then acts like its set to one frame

abstract kestrel
#

But won't that only work in the same position each time? So I wouldent be able to put it into the side of something

valid star
#

would have to make it enable and disable the fixed joint with diffrent gesture

#

then can place any where you want

fierce bane
valid star
#

yes that^

fierce bane
#

have to toggle the behavior of the animator and not the animator itself (there is an animation in that prefab set up correctly)

abstract kestrel
#

Ok, so I could set it to be enabled unless I put it down? Or only pick it up on a gesture then on the release it stays there

fierce bane
#

yes depending on how you set it up

#

the example is set up for on activation it stays in place

valid star
#

hmmm maybe controllers are broken for me maybe thats the issue my custum run controller the vrcsdk controller is causeing this freeze issue

#

hmm interesting

#

ill try no vrc controllers then

#

going to have to make my own yay more hours of work wasted

fierce bane
#

if you're using a custom controller on an avatar things aren't going to work well.
If it's just an animation override for the controller it shouldn't interfere as long as it doesn't mess with anything related (or disable parents of it)

valid star
#

well its there controller so if there stuff broken then that should be fixed guess ill do it some other way

fierce bane
#

custom controllers don't work for humanoid rigs. That's why the custom OVERRIDE is set in the avatar descriptor and not in the avatar's controller itself

valid star
#

isnt for a huminod

sharp cove
#

And setting it to generic doesn't help....

#

Whelp guess I can work on other projects for the time being

#

The one work around is have the animation not start for 30 or so seconds

#

Other than that there is nothing else i can really do

fierce bane
#

non-humanoids don't get gestures/emotes/IK or similar.
They do however work as expected when animations are set up for them.

#

so other than head/eye tracking/etc they work
Just make sure your blend trees (or however you have it set up) are working correctly. I've not run into any issues with them yet.

sharp cove
#

Ah that makes much more sense

#

But one more question

#

I set the roller coaster to my main model right

#

But it still didn't register the animation

turbid sorrel
#

hey everyone

#

Haven't played since June and when I logged in I noticed all my animations involving external objects like say a knife got all scrrewed up

#

Was there something that changed since June involving objects and their physical location w/ avatars?

valid star
#

short awnser is yes

#

they changed roatations and fixed joints

turbid sorrel
#

Do I just need to go into Unity and readjust it or is the solution more complex than that?

valid star
#

might have to redo a few in unity some just need to reload them them to make them work again plus bit father up chat theres a world object spawn prodject for out side objects

turbid sorrel
#

Oh? That doesn't seem too bad. This world object spawn project, how does one use that in relation with the avatar's project? Assets folder?

valid star
#

import to prodject and should show you an example how to set it up for your self

turbid sorrel
#

Ah so basically just a template. Nice.

valid star
#

yeh

turbid sorrel
#

Yeah I had a pretty big wave of relief about 15mins ago

#

A couple months ago, my windows corrupted and I had to wipe my OS drive completely and since it was a SSD, recovery software failed to gather anything useful. I was worried I had my unity projects on said drive, but luckily found everything tucked away on my 2TB SSHD

valid star
#

hey same

#

coruppted buddies 😄

turbid sorrel
#

I must've spent hours upon hours getting Bakugo, Chara and Yamato KanColle from Blender to Unity, including animations and uploading

#

heh

valid star
#

well if you want to upload to the new unity remove the old sdk from prodjects

#

then should work as nomrally

turbid sorrel
#

I was working on a new animation for Bakugo last I remember where he put his hands forward and does his giant explosion flamethrower thing. It even plays audio from the anime where that scene happened

valid star
#

well im haveing a bit of animation and audio issue

turbid sorrel
#

The only issue I always have with my animations, is after they do it, their fingers kind of like...

#

uh

#

Slowly go from a fist back to resting position and basically animations dont work while that happens. Takes like 5 seconds for it to do this weird thing and I could never figure out why

valid star
#

oooh

#

check your key frames make sure theres nothing past your first 2 frames

#

usally thats the cause for me any ways

turbid sorrel
#

hmmm

#

Well

#

The animation that occurs for Bakugo requires multiple keyframes as there is body motion

valid star
#

hmmmm

#

so a gesture to activate another animation?

turbid sorrel
#

I couldn't figure it out. Something about "make an animation of that animation with multiple keyframes and have the parent-animation be two keyframes"

#

yeah

valid star
#

well hand gesture nees to be basically 1 key frame that activeates the animator on the object for your choosing

turbid sorrel
#

Hmmm

#

Lemme get my project loaded and I can send some screenshots. Maybe we can figure this out? Mind if I PM you?

valid star
#

yeah sure ill be little busy but ill try my best its holidays here so things are crazy @.@

turbid sorrel
#

I hear ya. I'm only free because I am Jewish lmao, but everyone I know including my gf celebrates christmas, so I do get wrapped up in some of it myself 😛

hearty bramble
#

hey so I have an animation to have a gun on my avatar which works in game but I have another animation to have a particle shoot out of the gun but when I try to use it in game only the gun appears and not the particles.

#

the particle system is attached to the gun in the hierarchy

spice urchin
#

if its a world particle

#

theres problems with those

#

i cant get them to work for me 100% of the time but ive tried fixed joints with kinematic on

round panther
raven oyster
#

what is the default/idle-handgesture named in the override controller?

spice urchin
#

there is no idle gesture

#

it is the fist gesture but with 0 weight

clear yew
#

Why does it continue to loop my animation after I go to a different handpose? (I already have it set to 1 tick)

hollow perch
#

@clear yew Bad gesture animations can be caused by extra keyframes after 0:01. Make sure you have two identical keyframes at 0:00 and 0:01. It's easy to mistakenly add an extra keyframe later or change a value in one frame not the other so it will loop quickly between the two values

clear yew
#

All the keyframes are set correctly.

#

That wasn't the problem.

hollow perch
#

Check all your gestures. Any gesture having the wrong keyframes can mess up any other gesture

clear yew
#

Nothing. is. wrong.

#

:/

#

@hollow perch

#

It only happens when I set something to loop and even then some other things break too.

hollow perch
#

Oh weird. Never knew the loop checkbox had that effect. Got to watch out for that then

sullen spruce
#

Hey quick question but is there any way to have custom run/walk/idle animations for yer models?I make the animations in blender and import them to unity

digital flume
#

its removing my animator for my tail wag, anyone know why?

sinful oak
#

If i want to do a sequence of particle effects (different start times and such) under 1 animation whats the term(s) i should use to find a tutorial video on it?

ruby elk
#

How do i make walking animations on generic avatars?

rain reef
#

@ruby elk you make animation clips and then assign them to an override controller. The controller you wanna use is in VRCSDK/Examples/Animation i think. Its called CustomOverrideEmpty.

Just copy it and assign your animation clips in the movement slots

raven oyster
#

has anyone figured out how to hide snail's marker bound size?

rain reef
#

Select your avatars mesh and edit its bounds to be smaller

#

Do the same with the pen mesh

#

It should barely cover your avatar

#

The best way is probably removing any marker meshes you might be using and just make your marker come out of your finger

raven oyster
#

I have it coming out of my finger, but will hiding the trailposition on default and then enable it on gestures work?

rain reef
#

Im not entirely sure to be fair, the way the marker works is pretty bad with the new system, probably best to wait for an updated marker

raven oyster
#

ok

ruby elk
#

do trigger animations also work on generic rigs?

rain reef
#

@ruby elk what do you mean by trigger Animations, you mean hand gestures? Havent tested but should work

ruby elk
#

alright thanks for the info

rich marsh
#

The following component types are found on the avatar and will be removed by the client: VRC_Station, VRC_EventHandler

#

anyone know a fix?

rain reef
#

Update sdk

main grail
#

anyone know a way to fix festure animations where they dont spazout

rain reef
#

Define spaz out

main grail
#

Two exact keyframes but the animation plays at if one is different

rich marsh
#

@rain reef thank you

rain reef
#

@main grail delete one set of keyframes, select the top most one on the ones that are left and copy it, paste it to the other keyframe

main grail
#

I did that everytime doesnt work

rain reef
#

Make sure ur on the newest sdk

main grail
#

i am

rain reef
#

If you do it correctly it shouldnt spaz out

main grail
#

its unity

rain reef
#

Send two images of your animation

#

Of both frames

main grail
#

ok

rain reef
#

Upload to an image host and paste link

rich marsh
#

Ruuubicks do you know how to remove the VRC_EventHandler?

#

That's still there for me

main grail
rain reef
#

Are you 100% sure the values on both sides are the same

#

All of them

main grail
#

Yes

rain reef
#

@rich marsh idk if the station will work without an eventhandler, select your seat and remove the eventhandler script and test it

main grail
#

they work all you have to do is remove the trigger and event handler

#

But a for the animation do you think the animator is breaking it

rain reef
#

An animator shouldnt interfere unless it changes the same things

#

So if your animator changes finger muscles then yea it might interfere

#

Im kinda busy rn so i cant really check it out myself sry

main grail
#

its all good

#

Thanks

clear yew
#

Hey Im looking for someone who knows about Importing Characters, w/ animations, Anyone be able to message me

#

It'll be awhile until someone picks up on your message, so sit tight for awhile

unkempt moat
#

Also- Saying what you need help with might get you not ignored...

clear yew
#

Basically I want someone to either link me to some helpful sights/videos of how to Animate your models, or Ill pay someone to do it for me

spice urchin
#

theres plenty of other places for both of those

#

like utube/google for videos or patreon/whatever for commissions

sudden bay
#

Hi there Creators!
I'm trying to do something that causes me more headache than it should.
I have an invisible particle emitting when the animation is activated, and when that collides it creates another effect.
I would like to know how to add a sound that only activates after collision.
Is it possible???

https://gyazo.com/016041c0cc9ba35bebba4fe5b0db5f4f

torn pawn
#

no u cant

wild cedar
#

Looped animations not working anymore?

#

Tried to do an animation where I summon 3 dudes, but they just stop dancing in the middle of everything (After the dance is over).
The Wrap mode is in Loop

#

Anyone knows what it might be?

#

Or if anyone knows a workaround for this.

#

Ping me if anyone has an answer for this

round panther
#

i dont know

#

my blink stoped working too

wild cedar
#

sigh

#

FeelsBadMan

slim sparrow
#

@round panther blink works but you need to use Animators, not legacy animations

#

@wild cedar you are trying to use Legacy animations which do not work

#

Use Animators

wild cedar
#

I tried mate

#

I took away legacy, and used the regular loop option

#

Still did not work

slim sparrow
#

You also need to put it on an Animator component

#

Animation components won't work

wild cedar
#

Yea, I did

slim sparrow
#

Does it work in Unity when you press play mode?

wild cedar
#

Yea, that's the thing

#

It works perfectly then

#

But in VRchat it just stops when it's finished

#

I thought it was just for me first, but then I asked a friend to check for me. And he said it stopped for him too

torn pawn
#

don't use avatar animator, have it on Body

#

have the animation on loop

slim sparrow
#

Make sure Loop Time is on on the animation file itself

#

And every "dude" as you said, needs an Animator of their own

wild cedar
#

I might got it to work

#

I'm an idiot, I put it in debug mode on loop. And then loop as normal

#

It kinda messed it all up, not in unity but in VRchat

#

Thank you all for your help

#

And merry christmas

spark coral
#

Is there any way to condense the animator overrides down so my avatar rating isn’t moderate?

#

I have 6 overrides for face and hand poses and it says I should get it down to 1

torn pawn
#

what?

#

you have 6 animators? for overrides?

spark coral
#

No like 6 animation overrides lol

torn pawn
#

it doesnt affect the avatar

#

overrides =/= animators

spark coral
#

Well yeah 6 animators into the 1 override

#

And that’s plugged into my avatar

torn pawn
#

can u make screenshot of what u actuallymean

spark coral
#

Once I get home ye

pliant plank
#

Anybody know if there's a way to have animations (on emotes not gestures) play for their full lenght?

#

There're a few animations that play at full lenght, not entirely sure how people managed to pull ehm off, but they do