#animation

1 messages Ā· Page 97 of 1

slim sparrow
#

Pad out the emote animation by a second or two

pliant plank
#

Like... increase it's lenght?

slim sparrow
#

Yes

#

Just add another set of keyframes at like 2 seconds after the end

pliant plank
#

Huh, alright ima try that

#

That seems to have done it, thank ye

glacial fog
#

So as I know, "Generic Avatars" support idle, and walking animations. Do they, with new Unity, finally support emotes, or nothing changed ? ;v

late cove
#

anyone have a firm grasp on how avatar seats work yet?

clear yew
#

just add a station component to your avatar

#

it's as simple as that

#

it's in the release notes

late cove
#

Not exactly what I meant, the upload panel says that the trigger events aren't supported on avatars, does that effect anything?

#

I assume its what lets you click on the seat to sit in it

clear yew
#

you added the prefab, you should add a station component

late cove
#

ah

clear yew
#

read the release notes

late cove
#

Gotcha thanks, I just skimmed and didn't see that

clear yew
#

np, you can add the prefab and remove the triggers, events and cubes manually and it will upload but .. yeah

late cove
#

Have you made a model using seats?

clear yew
#

yes, I just added the station to an empty game object inside the armature

late cove
#

You havent done anything more advanced? I'm thinking about some things, and wanted someone to discuss with about it

clear yew
#

idk how advanced we're talking about šŸ˜‰

late cove
#

Wanna take it into dms?

clear yew
#

but then nobody else will benefit from reading it maybe

late cove
#

Well I dont really wanna bloat the chat with theories that turns out dont even work

#

I can come back and post them if we find something that is actually cool

clear yew
#

then sure, I might not be able to help though

vague panther
#

hello, does anyone know why only one gesture works on my avatar. Only pointing works.

hidden skiff
#

Not sure whether or not this is the right channel to discuss this, hoping it is, I'm trying to implement a chair in one of my avatars and after following x amount of steps to the end of a tutorial, I am left with the Unity notification: "The following component types are found on the Avatar and will be removed by the client: VRC_Station", anyone know how to overcome this? Fairly new to animating

clear yew
#

update to the newest SDK

hidden skiff
#

using 2017.4.15f1

clear yew
#

not unity, SDK

hidden skiff
#

oh SDK misread 2018.12.04.10.25

clear yew
#

VRCSDK-2018.12.19.17.03_Public

lavish scaffold
#

That is not the most recent SDK

clear yew
#

is the one you need

lavish scaffold
#

Yes

hidden skiff
#

yikes, alright, cheers

clear yew
#

np šŸ˜‰

late cove
#

Hey, if anyone is having problems with the Muscle Animation Editor (The thing that lets you move your fingers easily) the fix is to completely delete the folder called "Pavo Studio" and re importing the tool, the version should be 2.2 btw

#

That might be worth pinning? It seems a lot of people are having the same problem

eternal topaz
#

Is there any way to detect when a specific trigger hits another trigger? I want to be able to put an object on a plate, and have it lock to the plate through animations

halcyon bramble
#

So earlier I learned about Legacy animations and later on I learned that they don't work anymore. Is there another method to animate wings or a tail?

hollow perch
#

Yes it's easy to convert to non legacy. Check the first pin and ask here if you get stuck.

halcyon bramble
#

Thanks fren

meager lake
#

So my avatar has animal ears, and I wanted the ears to be able to flop down on a gesture. My problem is when I animate it as I usually would with a normal animation override, like a face animation where you put two frames close together at the start of the animation, they flip down really fast, which I guess is normal cause of how the animation was set up.

#

But, when I try to space out the frames so the ears will fall slower and more naturally, in-game when I try to swap to another gesture, the gesture swap is really, really slow. The only fix I've found for this is to put the frames really close together at the start of the animation but, as I said it looks really unnatural for the ears to do that. So I'm stuck vrpill does anyone know a fix ?

raw sparrow
#

So I'm working on Stryfe from Darksiders 3 and decided to animate his cape and breathing animation. The animation is set up. In unitys preview it animates. In vrc it's not there. Plus the custom override from the new sdk is poopoo aswell. Can't put in different emotes either anymore

naive niche
#

add the sound to a object under the collider and when it activates it turns the sound on @sudden bay

#

is any object not active by default use that

#

or add a second collider just for the sound

sudden bay
#

I'll give that a try

floral imp
#

Do animation overrides work if a character is non humanoid?

slim sparrow
#

If you have a generic model, you need to supply a full animator controller and assign it in the Animator component. @floral imp

#

The overrides can work for this but generally it's easier to take and modify SimpleAvatarController

#

The "custom standing anims" slot is ignored I believe

floral imp
#

Oh that’s all. Thanks 😃

tidal elm
#

Hi, lil problem here, i created another custom avatar, everything is fine in unity, import is complete and i can see the avatar on manage uploaded content, but i don't see it in game and can't select it, any idea why?

slim sparrow
#

@tidal elm which unity version did you use to upload it?

tidal elm
#

The recommanded one i guess, 2017.4.15f1

#

I still can upload other avatar just fine and they add in game, but not this one.

slim sparrow
#

I set up basic IK in Blender to pose my hands and feet a little more easily, how do I get rid of excessive wrist twisting? I set up a copy rotation constraint but that only seems to make the hands copy the "target" rotation. The rest of the arm isn't compensating properly

round panther
#

how can i add particle to an animation?

deft mountain
#

Anybody know how to make a particle color black? It seems like Unity just turns down the alpha when I try, making the particle transparent instead of the color black

quiet needle
#

You should be able to click above the color bar for transparency and below it for color/hue pips

hexed copper
slim sparrow
#

You have to use MMD tools to import VPD @hexed copper

hexed copper
#

I'm trying that

slim sparrow
#

The MMD tools model import option, can't use fix model from Cats either

deft mountain
#

@quiet needle I'm just changing the start color, there's no color bar.

hexed copper
#

@slim sparrow is the option disabled because I already used cat's "fix model" option?

#

Ah I see, I have to click on Pose under the armature first

slim sparrow
#

Yes, you can only import VPD and VMD's properly on non-fixed models

#

And also only on models imported with MMD tools and not with Cats

hexed copper
#

ah

torn pawn
#

vmds worked for me when imported models with cats, just need to scale down the thingy from 1 to 0.1

hexed copper
#

say I get some generic model and import my pose, can I export it as an FBX for unity to use for any avatar I want?

pliant plank
#

Is the RUNFWD animation stuck with the WALKFWD animation?
For some reason using an animation on RUNFWD also affects the WALKFWD animation

#

Even if no animation is present on WALKFWD

round panther
#

why my particles doesnt show in game? (or just doesnt show in front of mirror?)

slim sparrow
#

@pliant plank they all blend together

#

If you're gonna override them, the best results can be achieved by overriding WalkFwd, RunFwd and SprintFwd with the same animation.

#

The game's animator blends a bunch of walk and run animations together to make the analog movement look good

pliant plank
#

That's rather unfortunate then, as i have an animation for running that bends the character forward quite a bit whilst the walking animation is mostly up-right, but i guess i'll have to deal with it :|

hollow perch
#

You could try bending the body backward in walk to counteract the forwardity in run

pliant plank
#

I think that would inevitably make the run also be more up-wards than intended unfortunatelly

#

It seems to be a take it or leave it sorta deal

#

But it's alright, i sorta got a walkcycle that plays sort of alright, still bending forward but not remotely as much

limber gazelle
#

Is it doing the Naruto run?

#

Tell me it's doing the Naruto run.

pliant plank
#

Nah it isn't that

limber gazelle
#

what a shame

vague panther
#

hello, does anyone know were i could get middle finger animation?...

torn pawn
#

yes, make it yourself, takes like 30 seconds

red moat
#

i have some problems with animations that activate a second model/armature. i am not sure if it's since the latest update or the jump to unity 2017 in general. but i noticed that if i use a animation where i disable my main avatar and activate a dummy avatar (for example for a animation that animates the whole body) it lags the shit out of myself, like... 0.5 frames per second while for everyone else it doesnt seem to cause any lag and seems to work perfectly fine. thats at least what they told me. there doesnt need to be any particles in that animation... just a second body which gets activated with the animation. did i miss something? reuploading didnt help and also older versions which worked perfectly fine before are causing that problem for me now

hollow perch
#

Check that you don't have any colliders (box,sphere,capsule,mesh colliders etc) - colliders on your own avatar will collide with your evil MirrorReflection self and could cause lag. That's one example of something that causes lag only for you.

red moat
#

is that new? didnt had any problems with it til now. and would it be needed to completely deactivate them on the dummy as well? because the main model is already completely deactivated

hollow perch
#

You would have to have colliders on the double for it to be an issue. The issue is collisions with your main capsule (everyone has a capsule on their avatar added by vrchat) so that could explain why they collide differently

#

Physics is weird and especially when you are dealing with collisions with a double of yourself which allows flying

#

So it can cause cpu lag possibly

red moat
#

hm alright, thanks a lot for the advice. i will try to just remove all colliders and look if it works. i am just wondered why its only now. and not since ever

fleet mauve
#

hey, i animated one of the landinglegs of a falcon 9 rocket i rigged via a keyframe animation where i spent a lot of time getting the curves correctly, if i just copy the keyframes to the other bones they dont go in the correct direction, is there a simple and easy way to get animated curves for example from the x to the z axis and invert it?

finite rock
#

So i made a walking animation for my humanoid av, and placed the animation inside my custom animation override, but for some reason the animation does not play when i'm on the game do i have to do something else?

eternal topaz
#

How would I make sure that my animations and triggers only occur within one instance of an object using that animator? For example, I am trying to put food onto a plate, and want to make sure that food doesn't show up on everyone's plate

hollow perch
#

You might need to add a running anim too. Some people say the blending is very aggressive between walk and run even for normal speed

spice urchin
#

the walking animation is modified poorly

#

when u go too slow u slide around

pliant plank
#

Legacy animations were sent out the window because somebody found some exploit with it

#

Unfortunately they're gone for good it seems

#

There're some tutorials out there for porting legacy animations for animators iirc

#

Ima see if i can find one

#

No worries

final flame
#

ok so im having problems with animating a particle system so i have a game object set in the hand of my avatar and the game object has the particle system in it but im having a hard time animating the whole thing so when i do a certain hand gesture the particle effect would turn on

#

and when im not in the hand gesture the particle effect is off

wise junco
#

Are they world particles or local

high goblet
#

Anyone having issues with SnailMarker? When I import the file into Unity, there is no TrailRender animation. Only Position? šŸ˜’

echo sundial
#

Anyone here knows to fix hips rotation error on animation?

violet moss
#

I want to make a custom idle animation based on the default, where can I get it?

#

Is it in the SDK?

solar relic
#

u can get it from mixamo ( <= havent gone there even since 2017)

#

but u can just make a simple idle with muslce animator

violet moss
#

Ok ok. Just get ocd and wanna make sure it’s the same lol

slim sparrow
#

@violet moss generic rigs have no head and hand tracking

violet moss
#

Yeah I am trying to get some custom animations for idle but not overwrite the ik for humanoid just some extra bones

slim sparrow
#

You can't "overwrite" the IK

#

The IK overwrites the animation

#

Just get the sample idle pose from the SDK, duplicate it and edit it

#

Just make it look like it would on desktop, arms down, legs straight etc

violet moss
#

Oh that’s perfect

#

Thank you

#

I feel like an idiot ive been asking the wrong question for a week now

#

Everyone’s like ā€œyou can’t use custom animations and stay excellent because you need a second animator if you want an animation that plays all the timeā€

random arrow
#

question for those here...and applogies of this isn;t the proper channel but I'm having a bit of trouble getting an animation event to play nice with the SDK. Basically I made a animation bool to toggle the visibility of an emission map (by adjusting the emission color) on a button press, buuut unity insists that VRC_trigger, and the VRC event handler it added aren't supported and will be removed by the client?

wild cedar
#

Screenshake effect? How to do it?

#

Inside a sphere that is

torn pawn
#

don't do it 😊

clear yew
#

Asking for a friend~

#

grab monitor or headset firmly with both hands ... shake aggressively until cord comes loose

slim sparrow
#

@random arrow you can't use triggers on avatars

#

Nor can you use your own animator parameters in an effective way

wild cedar
#

Nvm figured it out

violet moss
#

ok i'm at my wit's end. i made a tail animation that i've put on Idle of my animation override, and it works on desktop, but when a VR user wears the avatar, the tail doesn't wag

violet moss
#

Can the animation override only animate humanoid bones? Not extra ones not bound in the bone config

spice urchin
#

just make a animator

#

and put it as one of the layers

hollow perch
#

I'm not sure vr users play idle and definitely not full body

spice urchin
#

and yea replacing the default animations just to get a tail wag or something wont work well

#

i just make a animator with multiple layers for every movement loop

hollow perch
#

All animations should be able to modify non humanoid bones. This is probably out of the discussion how to have a tail wag with excellent rating. The only way is if you can avoid extra animators

spice urchin
#

ye but its masked

hollow perch
#

I don't think mask affects non humanoid bones does it?

spice urchin
#

idk people have complained about not being able to animate external body parts for movement animations

#

but yea theres no real other way 2 do it

hollow perch
#

Hmm maybe it's all related to the optimizations they do for single animator/single skinned mesh renderer

spice urchin
#

only 2 animator

#

including the vrc one

hollow perch
#

Ya extra animator is a solid choice for this I agree. no excellent rating but it's arguably the most proper way to do it

spice urchin
#

i had 2 use different layers bc i didnt want wagging and twitching to be synced together

#

they would play out of sync and seem more random this way

hollow perch
#

That's cool. I sometimes have trouble with two layers. Do you set both to have 100% weight

spice urchin
#

yea

#

by default every new layer has no weight

#

its really annoying but

#

i forgot they existed on one of my avatars and had like 4 different animators

#

but yea this better

#

i kinda wish u could use foot IK for emotes too

#

i had a few dance animations but i placed them on animator gesture dancers bc u can enable foot IK and an IK pass

hollow perch
#

I wish... but you should be able to pre bake the foot ik into bone or muscle movement

spice urchin
#

yee but unity

#

idk if theres a tool that does that already on asset store

#

to basically calculate foot IK then set the leg params for the keyframes

hollow perch
#

Most mmd animations are done with foot ik but blender bakes them when you import from mmd tools or export fbx I think

spice urchin
#

ye but problem there is

#

only works for characters with the exact same proportions

#

or at least same leg proportions

violet moss
#

I finally got it. Yes, you can use custom animations of non-humanoid bones without using a second animator, aka, you can use them and still be excellent rated. My problem was my idle animation was called "IDLE" which was an internal name. naming it litterally anything else made it all work. finally.

hollow perch
#

Wat ???!

#

Ok well that's good to know I guess for literally all the overrides... I usually name my hand gesture overrides slightly different so probably never noticed

violet moss
#

yeah probably namespace collision

#

my uploaded animation probably got renamed since the default was there, then i played the default

#

just a guess. either way, calling an animation IDLE and putting it in IDLE slot doesn't work

pliant plank
#

Wonder if capitals matter as i have an idle called idle that played properly... maybe i'm mistaken however

violet moss
#

didn't bother trying. just renamed it TailWag instead of IDLE and it worked so good enough for me

pliant plank
#

If it works it works

violet moss
#

So it turns out Idle-Sample.anim in the SDK isn't exactly the animation used in VRChat, like it's from an older version of the client. Does anyone have the current version of the idle animation?

clear yew
#

@violet moss isnt there an idle animation on the override controller you can change?

lucid herald
#

anyone know fix muscle editor in new unity i try use to make new animation will is bug say there no humaniod in gameobject

clear yew
#

@lucid herald you need the new version of muscle editor

violet moss
#

@clear yew there are two idles in the SDK, one is an old version of the sidle before the IK fix, the other is a static pose (no breathing/noise) neither are the one used in game when idle isn’t overwritten

clear yew
#

Oh šŸ¤”

#

Maybe its not accessible?

violet moss
#

Yeah I made a candy to update the SDK with the newest version

#

Canary?

clear yew
#

Candy? XD

fathom rose
#

i have aproblem with asigning the overide animations for the hands 1 of the animations ive mad eoverrides all others of them

#

im on desktop btw

vague panther
#

Hello, how do you remove hand animations from avatar?

fallow spire
#

is there an animation set for 4 leg avatars?

sour cape
#

can someone help me out with a prop animation?

#

dm help would b nice

dreamy condor
spring nova
#

you might need to set the animation clip to legacy in debug mode. Be aware that legacy animations aren't allowed on avatars though, you can only use them in worlds

dreamy condor
#

yeah, i'd rather not break any rules like that šŸ’¦

spring nova
#

you just have to use an animator instead

dreamy condor
#

attempting legacy mode regardless, still didn't work. will attempt the animator route

#

just have the issue with the animator route breaking the t-pose, as this animation is one i'd like to have on the default model

spring nova
#

don't put it on the root of the model, that will conflict with the other stuff going on. Put it on the thing you're wanting to animate directly

dreamy condor
#

oh, nice

#

will try that

#

thank you

clear yew
#

You can put it on the root animator

#

Animators can store mutliple animations and especially for just setting up animations / testing it makes sense as you can go to your animator and change its default animation to the one you want to play with / test to see if it works. Saves you lots of time as you then, only have to pull the finished animation into the corresponding animator / into the override controller

little mortar
#

That’s oka

dreamy condor
#

mirrors, do you have any tutorials on hand about how to do that? when i attempt to set this into the default animator, it just breaks my t-pose and the avatar controller

#

so i'm not sure if i'm doing something wrong or not šŸ’¦

clear yew
#

Unfortunately im on holidays until the 30th otherwise i would. Regarding the broken t-pose however, this is normal.

#

A fix for it is to go to your root animator, select one of the prefab t-poses, copy its keyframes and create a new animation yourself where you paste those keyframe values. If done correctly, it will reset your model to a t-pose

#

Then, after you are done with editing other animations you can always copy / paste the keyframes out of the tpose animation you made, into it again to reset your model into a t-pose

#

@dreamy condor

#

Feel free to send me a dm, its bed time for me atm but maybe i can help you out tomorrow

dreamy condor
#

okay, thank you!

clear yew
#

You’re welcome^^

stuck spade
#

heya, i have an Humanoid Avatar and under that is a generic Avatar. I used rigged bodys on the Avatar to make the Generic Avatar“s hands moveable, now i have the problem the Avatar starts to glitch around after some secounds when selected in VRChat

#

it starts slowly and then the Avatar starts randomly to pulse and teleports after moving

#

the generic Avatar is not under the Amature btw.

slim sparrow
#

@stuck spade make sure to freeze the positions on the objects with the fixed joints on it

#

But not the rotations

stuck spade
#

that's what i did

#

the whole Avatar moves

#

not the arms connected

violet moss
#

@dreamy condor No the Animation component doesn't work anymore. You're expected to use the Animator component instead. If it's simply an animation that is supposed to play 100% of the time and never turn off, you could also bake it into your idle pose instead, which saves an animator.

#

(But you'll need a copy of the current default idle animation which is apparently out of date in the SDK)

#

so just use an animator

slim sparrow
#

It's not out of date in the SDK, it's just a sample idle pose

#

They can't give out the animations used ingame

violet moss
#

Are you sure? The SDK contains two. One is just a simple idle pose, the other is almost the same exact animation as in-game (you can notice the relaxed hand noise - it's definitely the same asset) except it's from before they judged the knees around a bit

slim sparrow
#

You mean the one in SimpleAvatarController? That's a standard Unity asset @violet moss

violet moss
#

No actually, that one is just a static pose

slim sparrow
#

I have worked with the idle animation used ingame, it isn't available in the SDK anywhere.

#

The simpleavatarcontroller one isn't static

#

The avatarcontrollertemplate one is

#

(It's confusing)

violet moss
#

Well, that makes sense, i've tried both

slim sparrow
#

Either way, they're still a bit different

wide sable
#

Hi, I've been trying to make a gun fire on an animation override, but didn't realise the animations were limited to 2 frames without it bugging out, and the old Animation component workaround isn't allowed in anymore. So I need to use the Animator component, but I have no idea how to use that to enable my animation. Anybody got any resources on how to do it or would be willing to walk me through it?

#

@ me or dm me if you can help or point me in the direction of help

violet moss
#

Rather than put the entire animation on the hand gesture, the hand gesture should simply activate a game object that plays the full-length animation on awake. @wide sable

#

This also works for non-prop animations as well, pretty much anything that is not a static pose should just activate an animator that plays said animation separately from the AnimationOverride

wide sable
#

What object should I use though? @violet moss . Apparently the Animation one is banned, and I don't know how to edit an Animator without breaking it

violet moss
#

You use an Animator component. This is the new way of doing animations in unity. The Animation component was deprecated by Unity.

wide sable
#

Can I just use a blank animator component to do it? Or will that break vrchat's animator

violet moss
#

Don't use VRChat's own animator, just add your own

#

keep theirs blank

#

it's for IK

#

but yeah you can but your own animators anywhere else on the avatar

wide sable
#

Do I have to put my animator somewhere else then?

violet moss
#

just make sure the animations are targeted for wherever you put the animator

wide sable
#

I guess the hi[

#

hip

violet moss
#

Yeah, one child down is fine

#

i put mine on the Armature

wide sable
#

Oh one more thing

#

Should I do all the finger animations in the override clip or should I do it in the animation clip it's referencing?

violet moss
#

If you can do them in a single frame, it's fine. You just need all your hand pose animations to be only 2 frames long

#

or they'll bug out

wide sable
#

Right

#

So no hand animations in the new controller?

violet moss
#

For actual animation, just put them on the triggered game object

#

You can put any properties you want

#

An animator component can control the properties of any of it's children.

#

Just note that for avatars, the properties and condition transitions are not supported in VRC, so don't use those

wide sable
#

Ok, so I can have my fancy hand animations on the controller without making them bug out?

#

or do I need to shorten them to 2 frames

violet moss
#

Yes. the only way you bug out is if you override one of the hand animations on the actual AO with an animation that is longer than 2 frames

#

the actual triggered game object can have an animator that does absolutely anything at any length

wide sable
#

Ok, thanks a lot. I'm probably not going to, but how would I make more long animations? Would I need another controller lower down?

violet moss
#

I would recommend putting the aniamtors as far down as deep in the higharchy as you can get, while still being a parent of everything you want to animate.

#

For now animators are basically single-use, meaning you'll need one for each aniamtion

wide sable
#

Righteo

slim sparrow
#

You can add another layer to an existing animator

#

Just not to your "main" one

#

You can have one animator on your Armature object doing the idle ear and tail movements for example

violet moss
#

Wait, you can turn individual layers on and off via aniamtion?

wide sable
#

One last thing, if I add the clips from made from a body controller to a leg controller or something will it still work properly not being in the same position?

slim sparrow
#

Ohh

#

Nope unfortunately, I misread

#

Animator toggles are all or nothing

violet moss
#

but yeah as rokk said you can trigger multiple different animations via one hand gesture using multiple animator layers (just make sure any new layers have weight set from the default 0 for some reason)

wide sable
#

Ok, I think I understand everything I need to

slim sparrow
#

Oh yeah, new layers have a weight of 0 that always trips me up lmao

violet moss
#

Also Rokk has some fancy isActive animator parameter that i never got to work that maybe he can explain

wide sable
#

I'll have a play about and see if it works, thanks a lot guys. I couldn't find much on the internet

slim sparrow
#

I actually gotta sleep now so I can't explain. Basically, check out a package like the toggle props package for an animation that can enable/disable animators entirely

#

Or get my blinking prefab and apply the same principle to your tail movements or whatever

violet moss
#

the whole thing is much more convoluted than the Animation component was nice and simple, i don't know why Unity got rid of it. 😦

wide sable
#

i know vrchat killed it because it could use /.../ to access pretty much everything in the unity scene online so you could disable every game object

#

and other silly things

#

like changing the colour of your name

violet moss
#

oh, here i thought they were just following unity lol

wide sable
#

nah it was broken apparently

#

why would they do more work than they have to

violet moss
#

šŸ¤”

#

Anyway good luck!

wide sable
#

Thanks, I'll probably need it. I'll let you know if it goes well

hollow perch
molten elm
#

Is it difficult to activate an animator during a gesture, like wagging only when smiling and stuff

#

Never done it before

hollow perch
#

See the link immediately above your question. You can add that to your unity project and copy paste the keyframe into another animation to toggle an animator on and off @molten elm

molten elm
#

šŸ‘ŒšŸ»

#

so it's supposed to be 3 frames for the toggle @hollow perch

molten elm
#

doesn't work, or im not doing it correctly

hollow perch
#

No just two like normal. Paste it at 0:00 and 0:01

grand robin
#

how do you add animations to avatars?

clear yew
#

looking for jump and idle avatar anims

grand robin
#

The idle and the shift f1-9 ones

molten elm
#

So when I use the toggle, it shows up in Unity and it doesn't in-game, nobody sees it working either

hasty drum
#

(new) How do I make an animation stop at its end and stop it from reverting to its original spot?

slim sparrow
#

Untick loop time on the animation in your assets @hasty drum

clear yew
#

I am seeking some help with with my avatars animations.

native frigate
#

I want to add an idle hair animation to my avatar, back then I did it via legacy animation and putting that into an animation component on my model.
I started working on models after a long break yesterday and all those animations are broken now
or rather, not working anymore
how does it work now?

#

ping me if you answer, please

torn pawn
#

use animator, check pinned msgs

ivory salmon
#

Where's the normal dance anim that vrc comes with in unity?

spice urchin
#

its on mixamo's website

#

called silly dance or something

fallow spire
#

i made a animation but the animation dont start, i made a movement for an object and i put the animation of this movement in an Animation component and i made a second animation to toggle and object... so the toggle works fine and the object is there but the movement animation dont work.. is there a special thing i have to do?

molten elm
#

Someone able to tell me why my wagging toggle animator for my gesture isn't playing in game but is working in unity? a friend has the exact same animation set up and it's only working for them.

torn pawn
#

what animator are u enabling? on the avatar?

molten elm
#

it's a tail wagging animation

#

@torn pawn

#

so it'll only activate when i use a certain gesture, though even after my friend tried helping me set it all up it just isn't doing anything in game

torn pawn
#

where is your animator set on, and is the gesture pointing to it?

molten elm
#

the animator is on the tail, so it doesn't replace the blinking animator, the gesture is pointing to it and the preview works

slim sparrow
#

@molten elm you used an Animator component and not "Animation", right?

#

And make sure you don't have any other animations affecting the tail in your overrides, such as the idle or a gesture (even if the gesture isn't active)

torn nebula
#

Would this be the right channel for help with particles?
Currently struggling with getting my sub-emitters aligned correctly. Coming out at strange angles if I rotate the root of the particle system.

crystal pike
spice urchin
#

the rotation/mapping of the bones for either this or the mmd avatar are incorrect

#

also mmd characters have a hip that is separate from the leg hip

fallow spire
#

does dynamic bones works within an animation? i have a object with dynamic bones and i made a animation like the object is flying a bit, but the object is stiff, so is it possible?

spice urchin
#

wat

#

dynamic bones adapt to whatever bone changes u make in runtime (if u change them in editor mode they warp back to when the component was added)

#

also u cant animate the bones properties unless u reset it (doesnt change anything)

fallow spire
#

that means in general? yes or no?

blissful folio
#

My visme blend shapes are not working, i've tried re apply the mesh and re doing the avatar descriptor with no change, that mouth just won't move. The blend shapes function when i change them directly on the mesh

#

what do

cosmic zealot
#

[look at what's highlighted]

blissful folio
#

yep

cosmic zealot
#

hmm... i dont know what could be causing that then

#

sorry i couldnt help more :<

blissful folio
#

i think i may have found the solution tbh

cosmic zealot
#

oh? what was it?

blissful folio
#

well i'm uploading now but i think i dragged the mesh from the assets instead of the hierarchy.

cosmic zealot
#

huh.

#

thats oddly simple

blissful folio
#

yeah, makes me wonder how i could've messed it up

cosmic zealot
#

life does that, but as long as the fix is simple enough, one does not have to worry

hollow perch
#

@fallow spire it is possible to have dynamic bones unchecked and enable them from an animation

fallow spire
#

not sure what you mean, i look for a way that my bones works in the animation

hollow perch
#

My point was just that you can turn dynamic bones on or off from an animation, if you have an effect that wants to change certain bones

hollow sorrel
#

Is there a tutorial for how to do new gesture overrides? I can't find a tutorial anywhere. Everything seems to be outdated.

fallow spire
#

but in generall i dont want to toggle on or off, i just want they work

cosmic idol
#

anyway to show material changes on mirrors/cameras?

verbal ridge
#

My primary avatar had a tail wagging animation, but then after one of the recent updates, the animation no longer works, and reuploading doesnt fix it, and unity shows it working in play.

boreal rivet
#

Can anyone PM me to help me obtain Muscle Animation Editor?

#

Not sure why but my version no longer works in the newest SDK

rain reef
#

@boreal rivet Yes you can legally obtain a copy by going to the unity asset store and paying for it.

icy moat
#

Hey guys i have a question. i was wondering where people get all these crazy animations from. is there a special discord groupe for something like that?

spice urchin
#

????

slim sparrow
#

Depends on the particular "animation"

#

Emotes and animations are usually made by one guy and then spread around.

#

Special effects are often prefabs shared around in Discords, or made by the person themselves

marsh ember
#

How can i set a animation trigger with a gesture? Like a animations which is 30 secs long starts instantly on character spawn and plays. If i then do the gesture it starts right where the anim is right now and not from the start. So how can i trigger the animation to start and reset on gesture?

rain reef
#

Anybody got a tutorial of the separate hand gesture system?

#

So you can have different gestures on both hands and on combination of both

slim sparrow
#

I don't think such a thing exists

#

At best you can nest game objects in such a way that something only activates if two gestures are held at the same time

scarlet river
#

My animation doesnt show in the emote menu even though i've put it in the customoverride, placed the customoverride in the avatar descriptor both on standing and sitting,help?

torn pawn
#

you put your emote in the emote slot not idles

pliant furnace
#

Anyone know how to activate and deactivate animators inside animations?

torn pawn
#

behaviour.enable

fallow spire
#

is someone here who has knowledge about dynamic bones in animations?? i need help

torn pawn
#

having an issue where quad mesh particle gets culled based on height, I assumed it was some kind of bounding box, but tried with huge BB and update when offscreen. http://prntscr.com/m1ic9e if the phone goes above the red line or so, and if you're not looking at hip level then the particle gets culled

Lightshot

Captured with Lightshot

#

if the phone is below the red line height, then it doesn't matter where you look at, it will not get culled

#

tried with normal BB, double the size, update when offscreen on Body, phone is mesh renderer and tried changint it to skinned mesh with BB size of 5x5x5

spice urchin
#

did you try to attach the phones bounding box to the hand

#

as its "root bone"

scarlet river
#

I did put the animation in emote1 though, it still doesnt appear in the emote menu

spice urchin
#

did you put the standing and sitting overrides

narrow hill
#

how would i go about setting up a gesture activated prop with an idle anim + a second anim that stops the idle while it plays?

spice urchin
#

what

#

oh i think i see

#

basically u turn on the prop

#

and have an animator enabled

#

and another gesture disables the animator or something like that

#

or maybe swaps the models

#

but when u turn on the prop it enables the parent of those models

#

if you want it to stop at where u tell it to

#

then yea use the disable animator

narrow hill
#

would the idle animation continue again when the second one is finished?

spice urchin
#

no like

#

if u disable the animator

#

it hangs on the frame it was on

#

so if you have for example

#

a gesture that shows a spinning clock

#

and another gesture that disables its animator

#

it would stop the clock

#

it will start from the beginning of the loop tho when its on again

narrow hill
#

ok. thank you

scarlet river
#

yes i put them in both standing and sitting wonder if the sitting even work on a static model

misty bolt
#

I putted a ParticleSystem into my animation and i setted a delay for it. But the particle system starts after 23 secs automaticly when i change to the avatar... How can i make it so that the particle system should only activate after 23 seconds after i did my hand gesture?

versed yacht
#

I'm new to animation, and I made a simple shape key gesture animation for my character's face. She's supposed to have her eyes closed during it, which she does. But she still tries to blink. Any way I can stop her from blinking during it?

misty bolt
#

i try to make an animation where an GameObject(Plane) is in my face. But this GameObject should show after like 10 seconds. I tried my best but everytime the GameObject is visible and starts blinking. But it should work like so: Music starts playing and when the drop comes it pops up... I dont know what to do tbh :/ Can someone help me out?

fallow spire
#

is someone here who has knowledge about dynamic bones in animations?? i need help

dusty chasm
#

Can someone help me with my sprite avatar so it won't have the animations jumbled on top of each other?

solar relic
#

@dusty chasm what shader.. how many column and rows .. uhm fps player thingy..

#

u can pm if u want

spice urchin
#

make every animation its own object and enable/disable different parts

dusty chasm
#

I used the custom sprite sheet surface shader

#

Give me a lil bit to get the columns and rows

solar relic
#

hmm I use flipbook shader to do it

#

since its custom I really dont know how it looks like...

#

it might be overlapped cause of the frames or.. wrong input of rows and column

dusty chasm
#

I've got the rows and columns inputted correctly and I don't think the frames could cause the animations to overlap

solar relic
#

wwait overlapped are u making like an full on sprite avatar something or jjust 1 flat gif avatar

dusty chasm
#

Full on sprite avatar

solar relic
#

ugh I saw someone made them but I really dont know how they made it :/

dusty chasm
#

Do you remember their name by any chance?

solar relic
#

no but I think saw them in a weekly World developer update video

dusty chasm
#

Ok, thanks for a lead. Guess i got some searching to do lol

misty bolt
subtle heron
spice urchin
#

you cant

#

other than using your own animation

#

or making ur character not tpose or have similar limb sizes

#

which then makes all animations not work very well

#

i dont think it listens to properties like arm and leg spread in the mapper

muted prairie
#

Your model would need more accurate human adult proportions, since that's what those were created for

#

You try to edit the animation itself though, but that's work

spice urchin
#

but honestly id worry more about making sure the model is good for vr instead of default animations

subtle heron
#

ok

#

thanks

main grail
#

Does anyone know why my particle mesh disaprears at certain angles?

thick badger
#

How the heck do i animate visemes

#

I have the bones and theyre all rigged up, and ive got my visemes that dont do anything, so i just need to know how i edit them

small tapir
#

I have a backwards walking animation but the body keeps spinning when i use it, i only have it on walk/run backwards, how do i stop body from spinning?

muted prairie
#

Have you tried using the running animation and using it for the backwards slot instead ?

#

Unless it's a very specific animation ?

#

@main grail Does it have billboard projection ?

small tapir
#

No, don't have the same running forward as backward. Looks fine in unity but not in game then body keeps changing diraction after each rotation (In Unity https://i.imgur.com/oq6fCfA.gifv )

muted prairie
#

So you're not using the opposite for forward run/walk ?

small tapir
spice urchin
#

its supposed to do that

#

set the origin to be original

small tapir
#

@spice urchin Do i do that on the animation or in the animation?

spice urchin
#

on anim in unity

#

there are settings

#

if u don't set it to original/feet

#

it will try to apply root motion

#

which doesnt exist for vrchat avatars

small tapir
#

Thanks will try

spice urchin
#

the avatar root cannot be moved by animations

#

u will see that the bottom circle stays in place now

small tapir
#

But that's how i made the spinning animation i rotated the Root Q X axis

spice urchin
#

thats not my point

#

u can see the change of direction

#

in the animation preview

#

with the red arrow

#

but if u make sure to make it stay at original rotation

#

u will see it stay ther

small tapir
#

Okey thanks for the help, i had this problem before too never figured out how to fix it šŸ˜„

spice urchin
#

see where it says loop time

#

those settings underneath to original

small tapir
#

The Root Transform Rotation option?

spice urchin
#

yea

#

for example say u import a walking animation

#

typically the animation moves the root forward

#

so when u look in preview it moves the whole character forwrd

#

but then if u go to put root transform to original

#

the root stays in place wnd the character walks forward

#

teleporting back to the beginning when the loop finishes

#

since vrchat avatars have apply root motion turned off

#

in the first animation they would walk in place

#

if it was like an emote

small tapir
muted prairie
#

can you take a screenshot of your animation file settings ?

small tapir
muted prairie
#

Check all the boxes set as original

#

and don't check mirror

misty bolt
#

I still can't fix my issue ;-; The GameObject is still blinking in my animation ;/

verbal ridge
#

anyone know if its possible to use a gesture to disable animators on Body, or Armature

small tapir
#

Still didn't work, i wonder if it's the neck/head that's doing something beacuse that always face the way i'm looking. Or maybe something with the animation need to have a look

spice urchin
#

its not even checked lol

#

no it should work as long as u

#

re uploaded, switched to another, and back to that one

#

it might however

#

be interpolating ur roll

#

with other movement animations

#

bc there are more than just 2

small tapir
#

So it seems this is a local problem for me only no one else sees it that way online

#

A friend just sent me a video of them filming me, and looks like it should

spice urchin
#

what

#

additive adds to the previous

#

so if u have a walk animation

#

and an arm raiser

#

it would make the walk animation play but with the arm offsetted

#

with normal blend it will just stay raised

fallow spire
#

<@&378256373701410817> sorry for the ping, but i have to know that.. does dynamic bones works in animations? (maybe you disabled it for the game) i tried a lot but my object with dynamic bones is still stiff, but in unity it works fine...

muted prairie
#

That's really not an emergency 😦

fallow spire
#

yea, just answer please

old mesa
#

im trying to get seats working on my model but i looked on line and a video said i needed an animation machine and couldnt use legacy

#

anyone know what im supposed to do when they say that?

fallow spire
#

you watch probabaly very old ones, just put a vrc chair and delete the event handler and trigger componant

grand mango
#

@fallow spire Please don't ping Admins/VRChat Team for non-emergency issues.

fallow spire
#

i'm so sorry, but the simple yes or no could be very helpful to not more wasting time in things they will not work ingame...

hollow perch
#

@fallow spire it works in editor. You are making the claim that bones are not working ingame?

#

When disabled by default and later enabled through animation?

#

You are asking a very complex and uncommon question related to enabling the dynamic bone component from an animation. I don't see how it would be possible to provide a simple answer unless someone is doing exactly what you are doing in the way you are doing it. Even if I test and say it works for me, you might be trying something different

fallow spire
#

no, when for example the dev's would have disabled that they dont work inside animations than i would have an answer... this was the question in this case

hollow perch
#

What doesn't work inside animations? I still don't understand the setting of your question. My understanding is You are asking: if a dynamic bone component is Disabled (unchecked) at upload time and I later use an animator to set the Dynamic Bone.Enabled property to 1, does that enable the dynamic bones. Correct?

#

I'm 100% sure this worked in 5.6 ingame because I had an avatar that did exactly that. And I just tested in editor in 2017 and it works. Hence it's reasonable to assume it will work ingame but I'm not going to spend my time doing the testing for you. Just upload and see

fallow spire
#

more or less, the dynamic bones are disabled because the whole animations is disabled

hollow perch
#

If it doesn't work it's reasonable to assume it is a bug related to the unity 2017 migration and I would post your use case to the canny

#

If you put an animator directly at the avatar root where your avatar descriptor is, that animator will get destroyed upon loading the model ingame. That's the only case I know of where an animator fails to load ingame. Use overrides instead

#

However I'm a bit afraid because you use the word Animatiln. Legacy Animations are not supported. See pins for how to convert to animator

fallow spire
#

i dont talk about animations as legacy and also not about animators on avatars, it is a simple animation for an object what is parant of the avatar and the object has dynamic bones but they dont feel adressed ingame

#

just the jiggle effect will not work

old mesa
#

i put the seat in and deleted the 2 things but it isnt working

hollow perch
#

Ok so you have a not active game object inside your avatar object with dynamic bones on it, and when you enable that game object the dynamic bones do not run? I have never tested this but I can tell you a workaround which is to keep the object's armature always enabled and just use the animation to enable unchecked dynamic bone components at the same time you enable the Body of that object.

#

@fallow spire if it only happens ingame and you believe it is a bug please create a simple avatar demonstrating the problem possibly as a prefab and unitypackage and file a canny. But the workaround I posted should work though it may cause a worse avatar performance rating

fallow spire
#

you mean i should try to activate everything what has to do with dynamic bones in the animations?

hollow perch
#

Possibly. I was going for keep everything enabled all the time except for the mesh and uncheck the dynamic bone objects. Then turn on all the Dynamic Bone.Enabled to checked in your animation. Also as I explained before only the first dynamic bone on an object works this way. Don't put more than one bone script per object if you use animations

small tapir
#

Quick question: if i have a sound on walking animation how do i stop it? I have it on loop but it keeps playing avatar i stop moving

fallow spire
#

yea i know, one script is enough

hollow perch
#

How do you play the sound? With enabled? The problem with idle, walk and run is they get blended. Even .00001 movement is more than 0 so any jitter maybe is enough to round up to 1 for enabling the sound. Maybe try putting it on run since run usually fires for walking anyway but hopefully not on idle.

#

Can't say I have done this before. All I wanted to point out is the blending is very aggressive and can be quite counter intuitive how it works especially with all or nothing checkboxes @small tapir

small tapir
#

Ah okey i can test some stuff, i know it works tho, seen other people with footsteps

hollow perch
#

I wish I knew how it works. I though the people with really precise footsteps use the vrik footstep triggers or something like that but I heard some parts of those got nerfed so not sure

spice urchin
#

custom walking animation

#

play footstep sound

#

ez

small tapir
spice urchin
#

yea

small tapir
#

Okey that's not how i did it lets try it 😃

spice urchin
#

its why a bunch of source models have footsteps

#

cuz they using source movement anims

#

so easy to bind sounds

small tapir
#

Awesome that worked i feel stupid i didn't try that first, i had the sound on a game object with an animator on it that started the sound file. And i had that Animator being started with the walking animation

fallow spire
#

@hollow perch what do you think should be activated in the animations? i activated also one bone where the script is and some parts of the script but no change

viral trout
#

Is there a way to use emotions on one hand, instead of overriding both hands?
Say that I wan to use a surprised expression, I want to use it only on my right hand

ancient bluff
#

I think this belongs here, but are there any good guides for adding items to an avatar then assigning them to a hand pose? I wanted to add a mic to an avatar I have as well as some other things.

#

I know how to add a item to the hierarchy of the avatar and then get the item in position I guess what I need help with is actually posing the hand and then how to create the animation to add.

slim sparrow
#

@fallow spire objects don't have dynamic bone in the mirror

#

Ignore that

#

Do not make the dynamic bone object always active, it'll increase strain for no reason

#

@viral trout nope, no way to do so

fallow spire
#

whats then the solution?

slim sparrow
#

Ignore that

fallow spire
#

what?

slim sparrow
#

It will work fine for other people

fallow spire
#

no it doesnt

slim sparrow
#

It just won't show up correctly in the mirror for yourself

#

Oh then nvm

small tapir
#

I don't get this i have the same vaule on each keyframe Root Q X 25, so it should not move at all, but yet it keeps changing the value betwen 2 keyframe with same number https://i.imgur.com/v8wsYJO.gifv

#

I fixed it, but i still don't get why it happens

slim sparrow
#

Probably a curves issue

#

Root T and Root Q are very weird

fallow spire
#

is it not possible to put a particle effect on the head bone?

eternal topaz
#

guys how do I prevent gestures with animations from slowly transitioning in between the two? I want to cancel an animation, but when I do another gesture, it is extremely slow to switch, which ends up looping my gesture multiple times

eternal topaz
#

I end up doing this whenever I try to do a mesh swap for my avatar as well, anyone know of a fix for that?

craggy sage
#

so everytime i click the add property button it shows the menu for a split second then vanishes, is that normal?

#

or when i click on the project tab?

muted prairie
#

Is there an error in the console ?

craggy sage
#

me? i cant tell, when i click it snaps back to the animation tab

muted prairie
#

You tried googling that ? Sounds like a unity issue

craggy sage
#

it does, but ive never seen this, like if i detach the tab, it works

#

lemme try something

muted prairie
#

You can also try closing the tab and reopening it, as well as quitting unity and relaunching

craggy sage
#

for everytime i want to make an animation? O.O

#

well imma try a few things, and if that dont work, imma reinstall unity

#

OH, just remembered, so i made a empty game object, animated it to just spin on one axis, but it does this oblong loop spin, is that normal?

slim sparrow
#

@craggy sage could be the smoothing/interpolation, you might be suffering from gimbal lock

wild cedar
#

Anyone know how to get a shader to rotate?

#

Like, I want my name to slide around on my cape

slim sparrow
#

Just animate the texture offset on an Animator or something

wild cedar
#

Is it that simple? Well then

viral trout
#

How can I play a sound when I'm moving forwards?

#

*its for a car model

#

I made a new audio source for it and dropped it in the override

wild cedar
#

In the custom override there is a walk fwd animation

#

Or well, walk fwd "option" out of all of them

#

Just place the audio animation there, it is not perfectly timed but it works

viral trout
#

Should I leave the forwards sound unchecked in the inspector?

viral trout
#

i dunno why when I check it off, it doesn't play when I move fowards

fierce bane
#

@fallow spire it does work, but generally you won't see it as the head is locally scaled down super small to not have it in your own way.
If you set it to local scaling you should still see it fine. Or if you use a rigid body to have it lock to the head, and place it outside the armature linked to that with a fixed joint it would also work normally.

fallow spire
#

i solved it, thx anyways

fallow spire
#

other question, i tried to make a idle animation and the arm positions looks good, but i made also a simple hover animation like up and down but this dont work, is there maybe a option i forgot to activate or something? and it also breaked the visemes :/

slim sparrow
#

You can't move up/down in idle

#

You'd need a shader for that

lapis olive
#

NEW INQUIRY: I'm sure there is an overwhelming chance that this has been addressed already but here we go..

Ever since the new update a world of mine is having issues with models being disoriented and animating incorrectly upon upload with the new SDK implemented.
For example, I have a tractor model that slowly animations in a levitating movement looped. It behaves normally in Unity 3D editor but in VRChat it's fully upside down. Anyone deal with this? (I have an animation sync on it)

slim sparrow
#

@lapis olive did you reupload it in Unity 2017.4.15f1?

#

Or is it still on 5.6.3p1?

torn pawn
#

there are no issues if u reupload with 2017, make sure you have the version which Rokk mentioned

timid prawn
#

its there a list of what expression people usually put on gesture ? So it can be universal in a certain way

rain reef
#

No

#

Its whatever suits your needs best

#

A thing that is used a lot though is a smile on the victory/peace pose

small tapir
#

Is it possible to make a walking animation but also with start and stop animation?

pliant plank
#

Seems like every animation is taken into account to merge their start/stop states seamlessly, so i doubt one can actually do that

#

Unfortunatelly that method screws up completely different animation types so there's that drawback...

lucid heart
#

I have figured out how to make a "third arm" with rigid bodies and fixed joints, but I noticed that the coupled bones will always face in the same direction, independent from their parent bones. Is there a way to make a joint move in local space? So that the rotation is always in relation to the parent bone?

silent flare
#

I'm also not intending to add body movement to the avatar when the face emote is used.

slim sparrow
#

@silent flare can you show a screenshot of the animation dopesheet?

silent flare
#

What's a dopesheet? ;w;'

slim sparrow
#

The animation window

silent flare
#

OH

#

Yeah, hang on one second.

#

I think I deleted the duplicate model I used to make this emote so I may have lost something for it but I can always make another one and then show it if needed.

slim sparrow
#

No, I mean the animation window

#

The one opened with CTRL+6

#

Where you make the animation by adding properties etc

silent flare
#

OH

slim sparrow
#

Well I'm not sure what you expected lol

#

Remove the "position" and "Root T" properties

#

Then it should be fine

silent flare
#

Ohhhh! Okay. Thanks!

#

So I just remove those properties right? I don't have to make the emote(s) again in order to fix it?

slim sparrow
#

Yeah, you just remove the properties

silent flare
#

Okay. c:

leaden rapids
#

so... I have an animation that makes my crown spin in a loop automatically. works in unity but not ingame...

slim sparrow
#

Did you use an Animator component or a legacy Animation component? @leaden rapids

leaden rapids
#

Animator, placed on the avatar, under the vrc_descriptor

slim sparrow
#

Oh, you can't do that, the Animator there is not in your control

#

Put the Animator directly on the crown or the crown bone instead

leaden rapids
#

it's a eyeblinking animation I've been using for months because this avatar never had eyeblinking from blender.

slim sparrow
#

Or the head

#

Your main avatar object's animator gets a controller assigned by the game

#

Blink animations are generally done with an Animator on the body

leaden rapids
#

basically I added the crown-spinning within the same animation the blinking uses, but now neither works ingame. only in unity..

slim sparrow
#

And moving objects are done with an Animator on the object or its parent

leaden rapids
#

oh wait, sorry. it's an Animation component, not AnimatoR

slim sparrow
#

Oh

#

Well in that case, Animation component is gone

#

It's no longer allowed due to exploits @leaden rapids. Use an animator

#

Sorry if this message appeared twice, Discord is having its outages again

leaden rapids
#

How come the Animation component still works for normal eyeblinking though? šŸ¤”

slim sparrow
#

Avatars uploaded before September 1st are spared

#

If you update them now they will break

#

I had to jump through a lot of hoops in order to get toggle-able blink working again

#

But if you just want blinking with no ability to pause/stop it on a gesture, you can just put an Animator on the Body

#

It kinda sucks

#

You can put Animator components just about anywhere you like at least

leaden rapids
#

from what I know of the Animation component, I cannot have more than one. Is this different from Animator?

slim sparrow
#

Yes and no

#

You can only have one Animator, but an Animator can have many "layers", which means many different animations playing at once.

#

One animator per object that is

leaden rapids
#

I don't know where I'm supposed to place the .anim files on the Animator though..

silent flare
#

The avatar is still spazzing out when I try to play the emote. ;w;

slim sparrow
#

You basically just drag the animation file onto the object with the animator on it, and this will automatically make a controller and assign the animation in that controller

silent flare
orchid wasp
#

can u animate non humanoid models

#

or do theynhave to be humanoid

silent flare
leaden rapids
#

sweet, that video actually helped

#

my only problem now is how to make the crown spin in a loop smoothly without stopping/slowing down when it resets

#

so it looks like it's always spinning without any sense of interrupt

silent flare
#

Does anyone have any ideas on how I can fix the avatar glitching when I activate my custom emotes? I'm really sorry for asking a second time but I'm still having trouble. ;w;

hollow perch
#

Did you turn off loop

#

Copy All the posing information from the example idle animation in the sdk into your emote animation. Also make the keyframes a bit further apart

silent flare
#

How do I copy the posing animation again? TTwTT'

#

Oh. Never mind, got that part solved. XD

#

It worked! Thank you so much! ;w;

slim steeple
#

Any way to check the default walking animation on a character in a scene? I wanna figure out if there's a glitch with my model that expands it's bound sizes as it walks but I can't figure out how to have it play the walk/run animation of VRChat in the "Play scene" option

lapis olive
#

@slim sparrow You said, "did you reupload it in Unity 2017.4.15f1?
Or is it still on 5.6.3p1?"

I'm running that Unity version yes, my other worlds have uploaded just fine through this new standard & SDK.

clear yew
#

Wheres the easiest place to get animations for a Mario model?

#

I need to rig walking sounds to the legs

timid prawn
#

Find the animatuon in the vrc sdk and add sound when the character hit the floor. Idk if there is an easy way to do it

#

There was that pingouin on vrc mod that have a sound when walking. Maybe Search that

clear yew
#

šŸ¤”

clear yew
#

ok so I got unichan's animations

#

how do I add it to a different model?

timid prawn
#

duplicate the animation

clear yew
#

how do you do that

timid prawn
#

Like any program

clear yew
#

Ok now I have it hooked up for mario to have a running animation, I just need to add the sound

#

and for some reason the animation is read only

#

nvm fixed it

clear yew
#

well

#

I got the script and the sounds set up

#

but vrchat doesnt support scripts

#

so im kinda fucked right now

clear yew
#

and now my plans are ruined, so yeah

spice urchin
#

what

#

animation overrides lol

clear yew
#

what?

spice urchin
#

u put animation override in the character

#

or use generic avatar and make ur own animation controller

clear yew
#

no im already past that part

spice urchin
#

but if u want body tracking and all that stuff

clear yew
#

I want to add sounds to the walking

spice urchin
#

then y do u need scripts

#

exactly

#

u enable the sounds in the animations

#

and use the animation overrides

clear yew
#

idk how to enable sounds in the animations

#

how do you do that

unique night
#

whilst recording the animation in unity, just enable and disable the audio object and it'll be keyframed in the animation

#

you can do it that way or just enable and disable the audio component

#

one of those is more reliable, just can't remember which one it is for avatars

viral trout
#

I wanted to create emotions for my new avatar but, facial expressions don't work in unity for some reason...

jade bobcat
#

@viral trout in unity the value is 0-100 not 0-1

viral trout
#

oh whoops

#

shouldve not been making avatars at 3:00

small tapir
#

Is there away i can avoid my avatar going into animation pose when i animate? Can i keep it in default pose?

spice urchin
#

yea

#

just download a t-posing animation, use the muscle editor tool, or use the idle animation from the SDK

#

then edit that

#

also duplicate the avatar before animating

#

and for gestures it shouldnt rlly matter bc every other humanoid param except for fingers is ignored

small tapir
#

I'm getting sick of my idle animation pushing me into the ground, i have same animation on idle and walking. But yet it wants to put me under the ground a bit. I don't get it

clear yew
#

When creating animations would it be best to design them for 60fps or should 30 be fine?

spice urchin
#

typically it shouldnt matter

#

bc a lot of animations make use of animation curves

#

so unless ur animation is a giant conglomeration of keyframes

floral imp
#

I'm trying to set up a idle pose, and for some reason any attempts I make to make the avatar higher so the idle pose isn't in the ground don't work. It keeps reverting the hip (or armature) position to be in the ground.

austere ibex
#

so uh i'm trying to test my dynamic bones and whenever i press play it just turns me into the camera

rain reef
#

@austere ibex press scene in the top of your view window when you enter play mode

austere ibex
#

thank yoou

hollow perch
#

@floral imp you are editing the root stuff in Animator right? Changing any positions directly in Armature won't work

rain reef
#

@floral imp you have to edit muscles, not bones

floral imp
#

Ok which muscle makes it not do what is happening.

rain reef
#

The ones you want to pose for your idle pose

floral imp
#

I already posed my model.

#

Can the hips not be posed?

clear yew
#

So I have an emote I'm trying to give a model, but I keep getting the broken emote pose

#

How do I fix this?

clear yew
#

ok

#

I dont know how to record the animation, and add a sound at a certian part to it

small tapir
slim sparrow
#

@small tapir the AFK pole is a generic rig

#

The one on the top moves up/down, but that only happens locally and you can ignore it

#

It's probably remnants of one of your walk animations, or a crouch walk etc

small tapir
#

Are you sure it's local? beacuse when i ask online they say they can see it too

#

Oh i know why it's happning now, it's when i look stragiht forward it happens but if i look up it don't happen

shy peak
#

Does anyone have like a reference image for what the animation overrides correspond to on the touch pad?

tacit frost
#

I'm definitely screwing something up pretty hard w/ my animation, it's supposed to activate my particle system, and in the unity window it works perfectly, but in-game it just makes my character bounce up and down really fast and lasts forever

hollow perch
#

Maybe start by copying the example idle pose animation from the sdk and turn off all the looping checkboxes and delete all the keyframes after like 0:30

#

Then paste in your custom stuff and again make it like 0:10 long to 0:30

#

Note this is Different from gestures that are 0:01 -

rain reef
#

The only thing that is slightly incorrect is

#

The trigger is whatever you set it to

#

The Fist is the center of the touchpad

shy peak
#

ty boss

hollow perch
#

That picture is accurate if you have vive advanced controls turned off

rain reef
#

Yes, the old control scheme.

#

But its not default anymore

#

So its inaccurate on default

tacit frost
#

@hollow perch Now would I do all that in the animation tab, or in the inspector after duplicating the default idle

hollow perch
#

Still my preferred. Really? I hope they keep it. Having to hold down the touchpad or trigger to keep a gesture active is frustrating

rain reef
#

Its not been default ever since the new scheme was introduced afaik

hollow perch
#

The loop checkboxes can be found in the inspector when you click and anim file in assets. The part about editing the idle pose and pasting your stuff you do in the animation window

tacit frost
#

@hollow perch Honestly I'm so lost, would attaching it to a gesture be any easier?

hollow perch
#

Yes because you can have it on by holding gestures and you don't have to deal with baking a root pose or anything

tacit frost
#

yeeeeeeeeeeeeeesh, nothing is working, I hate this

hollow perch
#

Are you testing in the unity editor? Sometimes it is picky about clicking on the particle system and pressing simulate. In play mode?

tacit frost
#

It works every time in unity, but never in-game

#

that's what's so weird about it

#

I honestly probably just have it set up totally wrong, but I wouldn't know

spice urchin
#

man the vive gestures seem so unintuitive
at least on oculus u got a grip and a trigger which makes ur gestures somewhat similar

#

also all gestures have to be 1 frame long

tacit frost
#

@spice urchin Mine are

#

still not working, so maybe I'll go watch a couple guides or something

#

I dunno

spice urchin
#

is it the gestures overall

#

or the custom gestures that are the problem

tacit frost
#

custom I guess, I just want to spawn a particle with a gesture, and it works in Unity every time, but never in-game

#

I probably just set it up wrong honestly

spice urchin
#

yea

#

is it a world particle

#

if so the only way to truly get those to work is to

#

connect them with a hinge or fixed joint

#

and make sure not to ever disable the actual gameobject

#

enable and disable emissions or put the particle system as a child of the moving object

#

moving object being the hinged/jointed to the bone

tacit frost
#

The world object part of it actually works, I tested that part, like it worked totally fine in-game when I would just have it activate right off the bat when I spawn

#

I'm really just trying to attach it to a gesture or something now so I can control when it spawns

#

the part im stuck on is just linking it to a gesture, since I've never done that before

#

The part I'm controlling w/ the animation is just turning emission on, which works totally fine in unity, but in VR chat it doesn't do anything

#

which just leads me to believe I set it up wrong or something

#

@spice urchin I'd post a screenshot of what I've got as the animation, but I don't think I can in this channel

spice urchin
#

links work

tacit frost
#

but I wouldn't really know

spice urchin
#

ok but

#

does the gameobject have

#

hinged to the bone u want

#

bone has a kinematic rigid body

#

also particle emitters behave better if they have emissions toggled

#

if thats what ur doing

tacit frost
#

it's a world object in the sense that it spawns a particle in the world space, like not attached to my armature or anything, It's basically just meant to act like a static-prop

#

also It's hard to tell based on the name it gave it, but that animation is toggling emission

spice urchin
#

o

#

have u tried placing it in the armature

tacit frost
#

the particle system or the gameobject

spice urchin
#

idk but

#

is there any collision or anything that it does

#

what the particle do

tacit frost
#

It just sits there, like it aligns itself to my rotation when it spawns in, but it's just meant to stay totally still (it's a mesh particle of SCP-173)

clear yew
#

Recently saw a friend with an avatar that can place clones of itself down & stayed while he moved around, does someone know how this is done or on which channel I should ask?

#

I'd enjoy giving the birb I'm making a little lemonade stand that stays in place while I hand out the lemonade

clear yew
#

Found this which helps direct me in the right direction though am still currently confused

clear yew
#

thats done with what people call a "toggle"

#

its a persistent animated state

#

you can use it to place a world fixed joint which has your object

#

alternatively you can do this with a world mesh particle, which you would orient locally using a shader

#

for a lemonade stand, which is feasibly a mesh that you would not animate, and could be 1 material, a world mesh particle w/ shader is probably best, because physics stuff jitters

#

that is a unity package which will do the world particle thing

#

replace the bed mesh with your lemonade stand mesh in the render submodule of the particle system

#

it needs to be 1 material or it won't work as a particle

#

use the emote toggle example, and replace the cube with your lemonade stand

#

@clear yew

#

@clear yew Thank you a bunch!

#

By one material do you mean as a whole?

#

yes. a mesh particle has to be 1 material for the whole thing

#

I plan to join my birb model and lemonade stand into one texture but did wonder if I'd be able to have one texture for each

#

as long as they are separate meshes

#

that is fine

#

Also curious, would I be able to add it into the gestures instead?

#

As a desktop user

#

For easier access

#

yes you can but it's less straight forward

#

Will continue figuring out the basics and manage to upload my first model then come back to this but thank you veeeery much for the info

#

Helps to know it's possible so I can work towards it and model out what I need > w O

#

Screenshotted the info for the future

torn pawn
#

but you don't even need to use a shader in 2017

#

using align by velocity on ghost particle that's under armature should work perfectly fine for subemitter spawning where you're facing

clear yew
#

im trying to make my handgesture animation to stay in the last keyframe and not loop over and over

#

anyone has any idea how to do this?

slim sparrow
#

Hand gestures always loop

#

Even if looping is turned off

clear yew
#

then there is no way.. thank you

#

and sound keyframe, should i make only one keyframe for it?

#

to make it not trigger again at the last keyframe

#

sorry if that doesn't make sense

pliant plank
#

Make both keyframes enabled and it will stay enabled untill you leave the gesture

#

You could enable an animator with a gesture i suppose, depending on how long it is you may need to lenghten it to prevent a loop

slim sparrow
#

If you have an animation with a keyframe at 0:00 and 0:01 both enabling the audio source, it'll stay enabled and keep playing until you release it

pliant plank
#

Wonder if animators support clamp

#

I.e. freeze at last frame

#

I guess a blendtree does just that, since my vmd's just stop there

slim sparrow
#

Oh, like the legacy animations

pliant plank
#

Mhm

slim sparrow
#

I'm pretty sure you just need a non-looping animation for that

#

Or make a proper animator controller that transitions to a 2-frame animation state that loops

#

Same effect

pliant plank
#

Alrighty

slim sparrow
#

Animators write defaults so they're always controlling values unless that's manually turned off

spice urchin
#

enable and disable animators

lunar pasture
#

hello friendo's

fallow spire
#

i'm a bit overwhelmed, i wanna make a emote animation but it's a bit difficult. for example i have all the stuff i need on my avatar but when i wanna make a moveing for the avatar then all the stuff on the avatar moves with him but i want then it dont move, and when i do the stuff away from the avatar then it is not longer a part of the animations... the answer is probabaly easy but i have a black out currently x.x

clear yew
#

How can I update or replace a FBX model within unity?

#

I created a new animation in blender and re-exported it, then changed the previous FBX to a random name & named this new FBX the previous name but when I click Refresh or Re-Import, the new animations aren't being added in

clear yew
#

Figured it out

#

Unity creates a copy within the project files which is the one I had needed to replace and then reimport

spice urchin
#

u can also save the blend file directly in he assets folder

#

those can also be imported and update on save

clear yew
#

@torn pawn every time i try that with velocity alignment, my mesh just continually rotates with the parent

#

if i use an invisible particle to subemit, how is that subemission supposed to be aligned? still velocity?

hollow perch
#

I think the trick for subemission ais to put inherit velocity but multiply by 0.000001 or something so it's still facing in the same direction despite being effectively stationary

torn pawn
#

main particle has to be under armature and very low velocity

#

then subemitter outside of armature (?)

#

dont remember the subemitter alignment, but it definitely works cuz i had to redo a lot of those for 2017

clear yew
#

ive always wondered, is it generally significant for an object to be inside or outside of the armature, even when not under any particular bone? are there any side effects for things like joints?

#

okay i got a stationary submitted particle

#

seems to be fine with everything outside of armature

#

getting that initial velocity and the low factor worked

hollow perch
#

@torn pawn I thought unity requires subemitters to be direct children of the particle system that emits them? Is there a trick to making a subemitter work when it is in a different part of the heirarchy?

clear yew
#

you can move the child particle system out of the parent after you assign it as a subemitted particle system,

#

i don't know how far that goes. i just now tried it with 1 system in armature and 1 out

#

worked fine

hollow perch
#

Oh interesting. I could have sworn unity gives an error when you try assigning out of the heirarchy

clear yew
#

it does on the assignment, but after that it apparently doesn't care and you can move it

hollow perch
#

Wow that's actually really useful. I was always doing some complicated fixed joint systems to lock each subemitter where I want

#

Stupid unity.

clear yew
#

yeah it is pretty useful

hollow perch
#

ā¤ and sorry for the ping Yuumi. I feel like this should be in some faq somewhere near that animator toggle trick and other useful things unity randomly restricts you from doing but then is cool with anyway

solar relic
#

hey can I use the Ui pannel on avatars?

#

its for an animation im working on... just finished puting together the audio

hollow perch
#

Unity Ui panels are not allowed and should not be added, at least without substantial security and syncing improvements. However there are still many options:

For a non interactive display of animator state (e.g. inventory systems) I have seen some good examples of this. It may be possible to build something interactive like a ui panel (local only) using a camera+interactive shader. Finally for particle/prop spawning, you can use particle system collision triggers to spawn subemitted particles.

solar relic
#

no no its not interactive..

#

its an animation that replicates the battle style of final fantasy 7..

#

I could do the panel and everything but the tex will look to blurry so I figured just ui panel for the look of it

#

@hollow perch

#

so wait ui panel has a syncing issues?

#

my animation is around 2 mins.. and I think I need the ui panel for 15+ times.

clear yew
#

so if u can make a seat on your avatar is there a way u can make it so people can pick you up and throw u?

timid prawn
#

I only need one animator on the body if I have multiple shape key animation for exemple?

livid socket
#

Is there a way to be able to move the head of the avatar during an animation?

#

Like when I try to create keyframes for it it just resets

solar relic
#

@livid socket what are using to animate?

livid socket
#

The Unity animation editor

slim sparrow
#

You can't move humanoid-controlled transforms directly.

solar relic
#

the default one?

livid socket
#

Yeah

slim sparrow
#

Use the humanoid properties like head nod up/down, head tilt left/right

livid socket
#

But I need to move it upwards

slim sparrow
#

Make a shape key for that in Blender

#

Or make a fake bone between the neck and the head

#

(Breaks eye tracking)

livid socket
#

My character doesn't have (moving) eyes, so that's not a problem

solar relic
#

Save your effort.. just use muscle editor or Umotion

#

or use blender's animation.. and export it

livid socket
#

I tried that and it didn't work

#

but can you do something like that in Umotion?

solar relic
#

yeh but u dont have the flexibility as muscle.

#

but yes it can do it

#

@livid socket when u said dint work u ment muscle saying ur model is not humanoid?

livid socket
#

It's Humanoid

#

it just doesn't have individual bones for the eyes

solar relic
#

that wont be a problem ._.

#

u can jusst rig them urself .. as extra bones

#

n later animate them into ur idle so the eyes move

#

@hollow perch this is what I ment when I said if uing ui re ok or not

#

oh no pictures..

livid socket
#

I don't want the eyes to move as they're just cameras

#

I'll just add another bone in between

olive lynx
#

Good morning everyone. It's been a while since I've been on VrChat. When I've recently logged on Ive noticed that some of my characters animations were scuffed. I.E. Super Saiyan Form. Normally when I do the gesture, my original hair dissapears and the new "Vegito" hair takes its place. But now when I do the gesture, both versions of my hair stay. I went back into unity and redid all the gestures but it still happenes. Even when I change my OG hairs material to an invisble version just like the last animation. Has anyone come across this at all? I could use the help please. :)

I also want to note that I have the newest verison of unity recommened and the newest SDK.

torn pawn
#

material change doesn't show in mirrors @olive lynx

proven needle
#

Hey all, just starting out rigging/uploading models. I'm working on getting eye tracking and gestures working. CATS makes it pretty easy to get the eye tracking bits going. When I was playing around and blender it seemed like if there's an existing shape key that caused the model's right eye to blink and you named the shape key vrc.blink_right it would just work. I may be misunderstanding how this works Is there something similar for gestures? Like naming a shape key that made the model smile vrc.gesture_closed_fist would cause the avatar to smile when you closed your fist? I appreciate any help.

spice urchin
#

no

#

its completely unrelated and different

#

gestures can only be 'modified' or replaced by using animation overrides

supple fjord
#

so you could change the animation

spice urchin
#

the names of the shape keys actually dont matter because eye tracking uses the first 4 shape keys

#

and u have 2 set which shape keys are used for visemes

#

its just common practice

proven needle
#

Ah ok, may have just been a quirk with the cats plugin but without selecting the shape_keys for blinking and just manually renaming them vrc.blink_* it worked when using the CATS eyetracking testing tool.

supple fjord
#

CATS eye tracking looks for these specific names so it can find them easily. That's why it only works with vrc.blink.

spice urchin
#

yea only for CATS tho

#

in vrchat its just the first 4 shape keys

#

i know this bc for some reason it didnt export with the blink shapekeys and i hadnt noticed

#

and it started 2 use my visemes instead of the blinking

supple fjord
#

that's happened to me too

#

so i set them as the top 4

#

and it fixed it

hollow perch
#

Oh damn thanks for this @spice urchin . I was just trying to figure out why one of my avatars would keep opening their mouth and close it when you got close. Turns out the two lowerlid shapes got deleted

torn pawn
#

has any1 encountered an issue where unity would reference a 1 object higher in hierarchy than what it should be from original animation file? fixing the path and sending over the file would revert it back to broken, so it has to be fixed manually by the user

hybrid roost
#

Anyone know how to fix an issue where when changing a model's materials in an animation, it doesn't save one or two material changes, or changes it to something else entirely?
This keeps constantly getting in my way while trying to make animations on models, and I STILL have no clue how to fix it.

spice urchin
#

separate the entity that u want to change the properties of

#

u can only change multiple of the same component/material properties in animations

hybrid roost
#

Huh?
I can only change multiple? That doesn't make any sense.

quiet needle
#

Generally when I go to make new animations I delete my animator armature and reduplicate it to be sure the hierarchy is pointed at all the right targets (keep the animations and reassign your old controller to the new duplicate). I'm not sure if that would help or if that's even going to affect it, but just food for thought.

#

You can also recreate the controller if you feel like doing a lot of dragging.

slim sparrow
#

Not sure what you're saying though

#

Generally people make a duplicate of their avatar, make the animations on it and then throw away the duplicate

quiet needle
#

Right. You can recreate the duplicate and make a new animation controller, then drag all your old animations onto the new controller file to import them onto it.

#

Fixes problems with targeting and hierarchy

slim sparrow
#

You can also drag the animations onto the model directly

quiet needle
#

True, but that would assign them to the model's controller instead of making a new, clean and fresh controller to work with.

rain reef
#

Which in the end doesnt matter at all

quiet needle
#

Unless you're a serial organizer like myself

small tapir
#

@quiet needle You would hate my unity i have everything in one scene, one project and one hierarchy

olive lynx
#

@torn pawn ohhhhhh, thank you!

slim sparrow
#

Lol

#

I see little point in making new controllers if I'm not gonna use them ingame

#

I always leave my animator controller unassigned on upload

#

If I need a fancy preview pose I'll put a controller on a duplicate though

#

Still haven't settled on a background for my private avatars

spark coral
#

Hey, so I'm working on my first model for VRchat and it uploads and works fine, but when I check the animator count it says 6. Is there any way to have one file that holds all my hand poses and facial expressions?

leaden rapids
#

In unity, is there a way to reset an avatar back to T-pose after it's locked in that animation pose?

fallow spire
#

how to make the blinking with the new unity? ealier it was easy with lagecy animation but now i dont know

torn pawn
#

@fallow spire first pinned message

fallow spire
#

?

leaden rapids
#

Click the pin icon and you'll see the first video, the one Rantis posted. It'll explain how

#

Now if someone could just explain how I can reset an avatar back to T-pose...

torn pawn
#

this tool has option for it

#

or check pinned msgs

floral imp
#

So I'm trying to make a idle animation, but I don't quite understand how to make the avatar not go into the low pose position. I tried adding the tpose from the sdk, but my feet were clipping through the floor.

#

Oh, I think adjusting the rootT y position may be fixing the issue

floral imp
#

I'm not out of the woods yet. Now my avatar is almost crouching in game. Like the hip bone is trying to be at that one position.

spice urchin
#

also dupe it before animating