#animation

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floral imp
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already did

spice urchin
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k

floral imp
tough sparrow
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I stumbled upon the idle animation override issue

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I have yet to find a solution to prevent the legs from bending incorrectly

slim sparrow
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Custom idles are difficult to get working

tough sparrow
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I just leave them alone

surreal iron
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custom everything are difficult to get working because of the default animator / humanoid rig

clear yew
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I'm also struggling with an Idle animation

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Is fine on the preview and within Blender but once uploaded the body bends up towards the back as if it was a birb mating dance

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It is indeed a tricky bee

tropic root
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Hey, I need to know how to make animation after letting go from a gesture.

tropic root
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e.g. Gattling gun's ending animation

quiet needle
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You might be able to do a transitional animation in Unity

sinful osprey
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Anyone having problems that animations arent working

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I just do the normal stuff how it normally works but nothing happens

dense tangle
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So I'm trying to actually remove specific animations from a model I've found. How do I go about doing that? Finding the right animation etc

lavish scaffold
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@dense tangle You are talking about animations that you activate with Gestures and/or Emotes, right?

dense tangle
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Yeah, with gestures.

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Specifically the one I want to remove from the model is when I place my thumb down on the controller.

spice urchin
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remove it from the overrides

dense tangle
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Where do I find that?

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Sorry, still new to unity. Learning.

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wait no I found the override page.

spice urchin
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its in an animation override object

dense tangle
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Knew I read about that somewhere.

spice urchin
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can be found in the files or the avatar descriptor

dense tangle
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So how do I know which override to get rid of?

spice urchin
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just open it and delete the one for the gesture

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u dont delete the override

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u delete the animation in the slot in an override

dense tangle
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right

spice urchin
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so whatever gesture it is

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i.e. ROCKNROLL

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that animation overrides the default gesture for rnr

dense tangle
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Is there a way to preview the animations so I can be sure which one I'm getting rid of?

spice urchin
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yea

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its also in the files already and u can see it when u click on it

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u can also of course just know the gesture its bound to by finding out in the game

dense tangle
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Okay, I think I figured it out. Thanks for the help.

thin flint
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Does anyone know how to fix a missing error with editing animations in unity?

spice urchin
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the animation is manipulating properties that arent there

thin flint
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Is their anyway to move the Animation to a different location on the avatar? Example: It's located in the avatar but not under body or armature

spice urchin
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wym

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only the character group has the humanoid avatar to move the limbs

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otherwise u would move them using generic animations but that would move the limb transforms

thin flint
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In game the animation follows my head/viewpoint and i want the animation to move on it's own without following what my charatar does, how would I go about doing that?

spice urchin
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o then just edit the animation itself

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since apply root motion is not active

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when u look at the animation window

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that white circle with the red arrow

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thats the root

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if u had apply root motion it would move the whole character like shown in animation window

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but since its always disabled

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u have 2 instead use the root bake settings

thin flint
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Mind if we do a call and I can just show you what's going on?

spice urchin
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if u dont use bake into pose its going to attempt to move the entire character

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if u do its only gonna move the hips and keep the root where the character originally was

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or to whatever setting u use

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so in the animation u will see that

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the circle with the arrow stays in place

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as opposed to moving and rotating

thin flint
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I am so lost, thx for trying tho.

reef nexus
thin flint
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Think I am wording my question wrong, What I am trying to figure out is that my animation has it's own set path to follow and when I movie my character The animation follows so say when I move my head sideways the animation moves as well, How do I make it so it doesn't Move?

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Any and all help is greatly appreciated

reef nexus
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I was answering the question about missing objects in animations. Wherever your animator is located in the hierarchy will be the root

thin flint
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ahh okay, sorry new to Animations that go beyond hand gesture.

reef nexus
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so lets say you make an animation controller on the game object itself and your default take is an idle tail wag. So you go in to the dope sheet and animate the tail wag. But you want it to be a constant idle loop. So you're like "oh crap! I need to move it to the tail root so that I can use it as an idle animation." You move it to the to the tail root and suddenly all your animated values are missing. Thats because tail_root is now the base and you need to remap the paths.

thin flint
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An how you remap it?

reef nexus
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so instead of being basicanimegirlavatar/armature/hips/tail_root/tail1 its now /tail1

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its much like file paths on a pc

hollow perch
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Ah hit f2 on each row in the animation. Or if there are too many, you can open the .anim file in notepad++ and find/replace all the paths like replace "Armature/Hips/Tail_Root/" with ""

reef nexus
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so you can click on it twice on the dope sheet and it will let you edit the path or you can add that cs file i linked up there to your editor and you get a slightly less crappy editor

hollow perch
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Keep a backup if you do the notepad route

reef nexus
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you can only do that lyuma if you switch to text mode.

hollow perch
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Oh editor script? Cool

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That looks awesome

reef nexus
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To do this go to edit -> project settings --> editor. Then change asset serialization to force text. It will take awhile and all your files will get larger. However, you can open .anim files in your editor of choice (i highly recommend notepad++) and edit them directly

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the line to change for each item looks like this:

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path: Armature/Hips/Spine/Chest/Neck/Head/Ears1_R

open spoke
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If the model is generic then you can set the animations to whatever, but you wont be able to control it unless it's Humanoid?

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So having a separate non-VR version of an av makes sense

ancient mesa
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I want to make it so my avatar does something when I press an area on the trackpad. Would I create a shape key in blender to do this or am I wrong?

clear yew
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You are indeed wrong, adding animations to different hand signs (areas on the trackpad) is something performed in unity, You can obviously make animations in blender THEN put them in unity to be applied to a hand gesture, but the workflow for animations is primarily performed in unity

ancient mesa
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Ok so how would I do that?

clear yew
ancient mesa
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Its not an item im pulling out, its a change in the mesh shape.

obsidian vigil
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@ancient mesa doesnt matter, you can animate that "shape key" as well

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its the same thing

ancient mesa
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Ok I see now. How would I add sound to it?

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Nvm, found out how.

left bobcat
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Hey, my particle effects are broken. They disappear when people come close to them and appear when you are far from them.
Also world particle effects for some reason started rotating with the object they are attached to.
Anyone had those problems?

slim sparrow
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@left bobcat in both cases I know why this happens

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For the first problem, this is a particle system bounds issue. Is the particle system entirely inside your armature, or is it attached to a bone in your hand using a fixed joint? Is it a local particle or a world particle?

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The second problem is that you need to set the render alignment to something else in the renderer tab

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Such as Facing or Velocity

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Keep in mind, world-space mesh particles cannot have "good" individual rotations.

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The best you can do is align them to their velocity or keep them at a fixed rotation

hoary plover
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Does someone have a good tutorial or something like that for adding weapons with animations ?

For me the problem is i can add the weapon and stuff but i cant get the animation to work or the effects that are with it. ( like loading animation for a pistol or some flames and stuff on swords)

i cant rly find anything.

spice urchin
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world particles have to be attached with a physics constraint/joint

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and u can use animators to play an animation or cycle thru items

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i used animators to make a weapon cycler that shows as a panel with the guns on it

clear yew
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Is there a way to have an object spawned via animation stay in the location it spawns in the world, or will it always track your avatar? On my screen the object stays in place, but my friends are telling me the object tracks my movement.

clear yew
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If not mistaken there is a way

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Have seen a friend whose model spawned copies and they all remained in place

pliant plank
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An object inside an empty game object with a rigidbody that's not connected to anything with all the axis' locked iirc

hollow perch
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since unity 2017 that has the issue that others will see such objects move locked to your body while you are in walking or running animation, even though you don't. they will become quickly desynced

pliant plank
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Ehh, mine works perfectly fine :o

obsidian vigil
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same tbh

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๐Ÿ˜‚

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havent had any desync problems yet

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but my login is broken as hell :/

pliant plank
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You do need to go pick ehm up again from the location you left it or it'll be off-center for you but not other users

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But other than that it's far more reliably positioned to external users

fading junco
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i don't know if this is the right place to ask this... the thing is, i'm "trying" to make my own avatar, and i'm at the very end, but now i need the mouth to run, so i'm trying to add lip sync in blender... but the "add shape key" button is inactive, what to do?
(if i even can do anything) :/

pliant plank
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Are you in edit mode?

fading junco
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yes.

pliant plank
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Go to object mode

fading junco
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thanks, i'll try.

pliant plank
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Edit mode is to edit the currently selected shapekey so the add functionality is disabled on such

fading junco
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thanks it works, and i didn't know that because it's my first time going through the thing.

pliant plank
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Make sure to have the basis selected when exporting

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So it doesn't export with a shapekey as the basis

clear yew
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So connecting the object to a rigidbody and locking all of its positions makes the object track my model on my screen now too.

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Did I miss something?

pliant plank
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Wait wait... maybe it was a fixed joint... can you screenshot it?

clear yew
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I've tried fixed joint. That's where I was in the beginning.

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But fixed joint relies on a rigidbody.

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Wait.

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Do I connect the fixed joint to a rigid body that isn't part of the model?

pliant plank
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rigid body connected to nothing iirc?

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I know one of them has a connection area...

clear yew
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Forgive my ignorance, but I'm not sure what iirc means.

pliant plank
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That needs to be empty

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If i recall correctly

clear yew
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Hm...

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One second.

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Okay. So I have a cube that's just on its own in the scene. It's connected to nothing. Just exists in the world. It's set as a rigidbody that has all of its axis locked.

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Then I have an object that's connected to the model with a fixed joint connected to the rigidbody that's on its own.

pliant plank
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It must be part of the hierarchy for the model but i don't think it should be anywhere in the armature

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If that makes sense

clear yew
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That's what I was doing before.

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But it just makes the object track the direction my hips were facing.

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When I lock its positions and rotations that is.

pliant plank
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Can you screenshot the cube in the inspector?

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If i see a screenie i think i can make sense of it

candid shoal
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I am also interested in the outcome of this

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because currently I'm using world particles to get around this problem

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1 world particle from an emitter, rendered as mesh

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then it stays in world space

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even though it was generated from an avatar

pliant plank
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I did make it work for myself so it's definitively possible i just need a refresh

candid shoal
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the issue, as you may well predict, is that it's taking about 20-30 minutes to upload the avatar

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if you can show it to me in game I'd really appreciate it

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my username is .truth. although not sure how you can add people in game just by username

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I'LL SHOW YOU MINE IF YOU SHOW ME YOURS

clear yew
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I've sent you screenshots of what I currently have.

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Though I've been fiddling with it so much that it's not what I started with anymore.

pliant plank
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I'm in bed atm, that's why i'm not giving out completely concrete answers, i'd check my projects for it directly

candid shoal
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ok

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I just can't believe its possible with rigid bodies

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I tried all sorts of combinations

hollow perch
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@candid shoal social tab -> search -> type in username

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Also taking 30 minutes to upload = you haven't turned off future proofing yet

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you must turn off future proofing in vrchat sdk -> settings. the vrchat developers have never made any public comment how to access the data so make your own backups instead

candid shoal
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future proofing only takes a small amount of time

hollow perch
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not if it takes 30 minutes

obsidian vigil
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not always lol

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future proofing takes forever

candid shoal
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unless its future proofing as part of the asset uploading

hollow perch
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30 minutes = it's uploading all the raw assets in your project

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yes

candid shoal
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oh

obsidian vigil
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my project is 36 gb ๐Ÿ˜‚

hollow perch
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ok well it filters for stuff in the scene

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but if you accidentally drag in a single material or fbx you had in a world it now pulls in all those dependencies etc

candid shoal
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so the small part at the start

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where it says "future proofing"

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thats not all of the future proofing?

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or...

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oh it must just be designating files

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during that time

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then its uploading mass files

hollow perch
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except .cginc files required by shaders - because who needs shaders to be properly backed up

candid shoal
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later on

hollow perch
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yes

candid shoal
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trying it now

hollow perch
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I lived with it for a month until I realized it was uploading my private original files I never meant to upload, then I was a bit...pissed to say the least until I got over it

candid shoal
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...

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now it's freezing

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during "bundling and compressing assets"

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er

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bundling and compressing data

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I'm gonna reinstall unity

hollow perch
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why? the whole unity?

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you didn't wait very long either. if it's stuck try closing unity (use task manger if necessary) and just try again

candid shoal
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well

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I also have a separate problem

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can't upload worlds

hollow perch
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you never need to reinstall unless you actually deleted files out of program files

candid shoal
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someone suggested that its an issue of two versions of unity

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being installed on my computer

hollow perch
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future proofing turned off will fix that

candid shoal
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I think maybe that is bleeding over into other stuff

hollow perch
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no it's ok to have two versions installed. just make sure you open 2017.4.15f1

candid shoal
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I installed 4.15f1, then I updated

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then it said I was using the wrong version

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so I reinstalled 4.15f1

hollow perch
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ah. then uninstall the updated one and put 4.15f1 back. you need them in different paths

candid shoal
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yeah

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so like

hollow perch
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the fact you got as far as future proofing etc means you are probably on the right version

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but if you have future proofing turned on, worlds basically can't be uploaded

candid shoal
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I could upload avatars

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but not worlds

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oh

hollow perch
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so make sure to turn future proofing off

candid shoal
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interesting

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okay

hollow perch
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if it takes 30 minutes to upload a ~1 MB avatar just think how long a world will take

candid shoal
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thank you - vr is really awesome

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oh

hollow perch
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^

candid shoal
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uh

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its not 1MB

pliant plank
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Alright so we reached a consensus

candid shoal
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what I did was I added in polygon meshes to world particles

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the meshes are buildings

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that are... like 9k polygons

hollow perch
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ok...that's tiny unless you havve a bazillion high res textures

candid shoal
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okay

pliant plank
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That's how you get it static

candid shoal
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EXSGT can you show it in game

pliant plank
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Lemme find a gyazo..

candid shoal
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I'd just like to state again

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vr is super cool

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10,000 years of human civilization

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this is a good achievement

pliant plank
spice urchin
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its already been up for a few years its just gaining more popularity

obsidian vigil
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vr gonna be lit if you can dive into it tho ๐Ÿ‘€

candid shoal
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its frozen at bundling and compressing data again

pliant plank
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Disable future proofing

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Save yourself a ungodly wait time

candid shoal
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I did

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now it's frozen

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at that point

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restarted unity

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still freezes

pliant plank
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Unity 2017.4.15f1?

candid shoal
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yup

pliant plank
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Latest SDK?

candid shoal
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yup

pliant plank
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Check the console tab for errors

candid shoal
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the plot thickens - I turned future proofing back on, it still freezes

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no wait

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it works

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maybe

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its just taking a while

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I'll try again and just wait longer

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so back to the rigidbody/joint thing

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for anchoring something in worldspace thats generated from your avatar

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...

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oh

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looks like

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unity wasn't frozen

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it was just taking a really long time to bundle the assets

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also now it's only taking like 2-3 minutes to upload

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holy crap thanks

pliant plank
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The settings i put up there do just that

candid shoal
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okay but like

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so thats on the object itself

clear yew
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So update from my end.

candid shoal
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what does the heirarchy look like

clear yew
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Fullbody tracking breaks rigidbodies.

obsidian vigil
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ouef

candid shoal
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oh

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interesting

clear yew
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Turn them off if you have them and it'll magically start working on the server side.

pliant plank
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Hierarchy
---->Armature
---->Body Mesh
---->Empty Game Object
|
---->Your Item

candid shoal
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and empty game object is

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whats applied to that

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that's a rigid body too right?

pliant plank
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Empty Game Object has the settings above

candid shoal
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what does the item have

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nothing?

pliant plank
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Whatever you want static

candid shoal
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I meant

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rigid body etc

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so no rigid body on the actual item

pliant plank
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Yep, nothing

candid shoal
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but there is on the container

pliant plank
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Mhm

obsidian vigil
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for fixing sth in place? .o.

candid shoal
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I'll try it but I dunno, I feel like I've tried that before

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to fix something in worldspace, yeah

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if its on your avatar

pliant plank
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Make sure the settings are the same

obsidian vigil
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i always do a fixed joint on the world anchor and put my item under another gameobject which i can toggle afterwards

pliant plank
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Server-side will always spawn where you intend it to, but local is dependent on when you disabled it, moving in unison when disabled

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So you need to be where you spawned it to "pick it up" properly

obsidian vigil
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the best example for that is disabling and reenabling a ragdoll in world space ๐Ÿ˜„

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the ragdoll on the local screen stays attached to your armature

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but stays in the world

candid shoal
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...

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I can't... add the gameobject to an animation

obsidian vigil
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?

candid shoal
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weird

obsidian vigil
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does the go have an animator?

pliant plank
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Wait, what?

candid shoal
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no, I didn't know it needed one

obsidian vigil
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it doesnt

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its just if an object has one

candid shoal
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Trying to turn it off by using an animation

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then turn it on

obsidian vigil
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it wont let u add it

clear yew
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Is the game object parented to the model or does it just exist independently in the world space?

obsidian vigil
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until you copy, remove the animator, add and restore

candid shoal
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OH

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I'M DUMB

pliant plank
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Ah, you just use a gesture for that

candid shoal
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wait no

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yeah

pliant plank
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It's parented to the model

candid shoal
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I'm trying to build an animation

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for a gesture override

pliant plank
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So it twitches a bit when you move

candid shoal
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so I can turn on the anchored thing

pliant plank
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But stays in place

candid shoal
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with a gesture

obsidian vigil
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how can you change the animation someone does on a seat? ๐Ÿ‘€

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"chair"

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you know what i mean

pliant plank
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A chair prefab with overrides setup for it iirc

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Can't recall exactly what it was called

obsidian vigil
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cuz i thought about making a darth vader with a chair for the person being strangled by the force ๐Ÿ˜„

pliant plank
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The gyazo i posted above is a chair with custom emotes and an idle standing override

obsidian vigil
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oo

pliant plank
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The neat thing about it is that people can stop the animations at anytime by leaving the chair

obsidian vigil
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ye, i saw someone do that using a "pole"

pliant plank
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It's like a custom emote testing area

candid shoal
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an update on the fixed joint/rigid body thing for anchoring in worldspace

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it stutters massively

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I'd record it but I have no idea how to use the camera in vrchat

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to stream

pliant plank
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Yes it does, that is normal when you move

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And unsure if it's only localsided but i have a feeling it is

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Otherwise people'd yell at me for moving so much whilst they used my seat

fading junco
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sigh... lip syncing is giving me a lot of trouble... -_-
and it's the only thing i have left... (other then testing it)
(also, sorry if this isn't the right place to say this)

pliant plank
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It is animations, technically speaking

fading junco
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i know that it's not the worst thing to get right, but i give up on syncing the lips... -_-

torn pawn
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it's just 1 button press in cats..

slim sparrow
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Only if you already have the shape keys or if the face is rigged

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Doing it manually is hard, proportional editing saves the day for me there

candid shoal
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I have an avatar where one eye moves wildly whenever I talk

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I'm pretty sure I messed up the shape keys somehow

slim sparrow
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Yeah, just select that eye, separate it into a new mesh with P, then delete all shape keys that should not be affecting that eye

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Which might just be all of them

candid shoal
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yeah thats gonna remove all of the vrc.pp etc

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hey, just discovered something super weird

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been exporting and importing between .fbx files

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then one time it gave a weird error, something about the animation import failing, so I checked the rig and it said transform hair 2_2 failed because Jaw was not defined or something

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then I noticed there was no jawbone or toes

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so I added a jawbone, then it said "Jaw not defined in Human Description" or something like that

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so I removed it within unity

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and now there's no error

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freaking weird

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it feels like I did nothing, it created an error, then I did nothing again, and the error went away

copper whale
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Heyyyyy

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So I dunno if this is the right channel to put this in, but I need particle animation help.

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I'm trying to make a fire that has a light I could use to light up dark areas, I've seen people use this with other avatars and I'd personally like to learn.

fading junco
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the problem with the lip sync, is that the face is way too high poly for me to add keys to it,
or i move the mouth, and he looks like one of the monsters that he might kill... -_-
(also, the total poly count isn't too high for the game, and i still can lower it if necessary)

misty tiger
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have you tried using proportional editing to make the shape keys?

spice urchin
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^

fading junco
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proportional editing?

spice urchin
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its a tool that lets you

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pull on the mesh by moving multiple vertices

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look it up on google 'blender proportional editing'

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should give u enough information

misty tiger
fading junco
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i'll look into that, but to tell you the truth, i'm kind of sick of blender for now... :/

spice urchin
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wat xd

fading junco
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i've been opening it 12 times in a short time... and i've been fixing, then failing, then fixing, then failing... over and over and over... i need a time out by now... -_-

spice urchin
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just keep it open

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if u minimize blender it barely uses CPU and GPU

copper whale
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Well, Idk if I should repost my problem or. . .

fading junco
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unity tells me "this avatar does not contain an animator" what does that mean?

spice urchin
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it doesnt have an animator

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the animator component

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turn off apply root motion tho

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it gets turned off ingame

fading junco
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again... i'm really new to this, what even is an animator?

spice urchin
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it has the avatar for your character in it

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and vrchat places their character controller into it

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so that they can animate your characters movements and gestures

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if u dont have one they cant animate ur character

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so it doesnt let u upload

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usually there should be one there

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if u set up ur character to have some sort of rig type

fading junco
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it looks just like in that imege

spice urchin
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are u sure thats where u put ur avatar descriptor

fading junco
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so how do i add one, if i don't have one?...

spice urchin
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if u have one

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u need to put the avatar descriptor

#

where the animator is

#

cant be anywhere else

plain cedar
#

if you dont have one, click on the model, then on the right side toolbar near the bottom, 'Add Component' search for animator

spice urchin
#

but u should probably not do that anyways

#

the model when u drag it into the scene should already come with the animator

#

unless u know where the avatar also is (in case u copied avatar)

plain cedar
#

thats the thing though, if you HAVE one, it will tell you when you try to add another* one

candid shoal
#

how do you create a humanoid animation

#

I tried to create a gesture override animation for a hand

#

but it said it was a generic animation

#

and it needs a humanoid animation

#

couldn't find anything online on it

onyx agate
#

You would need to make a custom animator controller (it will override the standard vrc animations)

candid shoal
#

yeah I did that

#

custom override

#

but when I actually made the specific animation file

#

and added the properties of the fingers

#

it apparently created a "generic animation" file rather than a "humanoid animation" file

#

you know the file that you drag into the appropriate slot

torn pawn
#

are you trying to do something specific? or just the regular override?

candid shoal
#

just regular override

#

I got advice from someone on vrchat

#

they said to create a blank animation then drag it to the body

#

kind of late to try tonight but I'll try tomorrow

clear yew
#

How do you add a mmd dance to a model without the hip twisting on itself in unity?

onyx agate
#

a second hip bone rotated is what i see most commonly on converted models with mmd dances

clear yew
#

@onyx agate So should I combine the two hips together in blender before exporting it to unity?

onyx agate
#

No idea ... Just noticed that most have a sort of ghost hip used with the mmd animations

clear yew
#

Okay thanks I didn't know about the 2nd hip

clear yew
#

@candid shoal Click on your model within the projects section & on the upper right area under "Rig" have you changed yours into a "Humanoid" rig?
https://puu.sh/CuZ8s/7167a108a6.png

#

If it's not set as a humanoid rig that may be why the animation isn't classified as a humanoid animation perhaps

clear yew
#

I do humanoid it and the hip twisting only happens when the model turns around

#

And try with translated bones and without

clear yew
#

Is there a limit on how many Shapekeys can be playing within a Gesture?

onyx agate
#

nope... but using many can make it look weird as they blend in on each other

clear yew
#

The Gestures I made were acting weird but thankfully I managed to figure it out

#

Now I'm just struggling with Shapekeys not importing to Unity correctly

candid shoal
#

@clear yew its a humanoid rig

candid shoal
#

I can't copy paste images

slim sparrow
#

@candid shoal you are using animations that try to move bones directly, which will not work.

#

In this case, it appears you made a hand gesture override by simply rotating the finger bones.

candid shoal
#

oh

slim sparrow
#

You need to use the Animator properties instead

#

Add property->Animator->Middle Finger 1 stretch

#

Etc.

#

Muscle animation editor is a Unity store asset that will make it a lot faster

candid shoal
#

oh okay

#

its called muscle animation editor?

#

is there a way to do it w/o using a paid program

slim sparrow
#

Yeah, manually like I said

#

Adding every property individually

candid shoal
#

I don't see a stretch property

#

nm

fading junco
#

for some odd reason, the spine of my avatar is set to zero in length, and i have no idea what to do... :/

candid shoal
#

I was looking in the wrong place

#

what do I click on to modify the actual value

#

its in the properties but I'm assuming scale/position/rotation wont affect it

slim sparrow
#

You need to modify it in the animation window

#

Move the red line to the correct keyframe (the first one in this case at 0:00) and just alter the value

candid shoal
#

I'm using "animator.Right Hand In-Out" but its not showing any movement

#

when I change the number

#

left hand index stretched doesn't do anything either

slim sparrow
#

You need to be in record and/or preview mode to see the changes

#

You need to drag the animation file onto a duplicate of your model, select the duplicate, go to animation, record, then change the values

#

It should be changing something if the finger bones are mapped

candid shoal
#

oh my god

#

yeah okay that works

#

preview mode

#

oh god this is going to be so tedious

#

but

#

at least its progress

fading junco
#

if i'm not wrong, i have almost the same problem, but it's with the spine...

#

i can't even sit without getting the avatar as a pancake, but this i don't know why. :/

#

no one?

candid shoal
#

particles.

#

Trying to animate particle mesh material over time

#

so that it starts as 0% alpha and grows to 100% alpha over the lifetime of the particle

#

but using particle mesh rather than billboard

#

is this possible?

slim sparrow
#

Yes, unity 2017 has a particle surface shader

#

Which can accept particle colors and alpha etc.

candid shoal
#

how do I access that

#

ew

#

I'm seeing

#

a lot of code online

#

oh god

#

nm I think I found it

fading junco
#

how to use mixamo?

#

or no matter what i do it sets only 2 fingers in the heads... :/

spice urchin
#

i prefer to use blenders auto rigging tool

#

but that means u still need a rig just not need to weight paint

candid shoal
#

ok

#

can anyone here explain

#

exactly how the gesture system works

spice urchin
#

its pretty simple

#

essentially u first need for the rig to be humanoid and have finger bones

#

if u don't have any or don't have enough u won't have gestures

#

then the gestures will be activated with the binds on desktop, vive, or oculus etc

#

if u want to replace gestures or animations

#

u use the animation override from the SDK

#

make a copy of it and place the replacement animation in the slot

#

and make sure it goes in the avatar descriptor

#

also gesture animations can only be 1 frame long

candid shoal
#

I meant at the coding level

#

why can they only be 1 frame long

#

when it triggers it, what is it actually doing

#

because there's a transition

spice urchin
#

its all in the animation controller template .-.

candid shoal
#

so how is the animation occurring

spice urchin
#

its all in the animation controller template .-. [2]

candid shoal
#

I meant like

#

wait

spice urchin
#

in the sdk there is an animation controller with "simple" in its name and it has the layers for gestures

candid shoal
#

are you referring to a document somewhere

spice urchin
#

no

candid shoal
#

oh

#

so when a gesture is triggered

#

how is it applying the gesture to the rig

#

does it create some kind of temporary animation file and then append the frames

spice urchin
#

omg

#

i literally told u

#

in the sdk there is an animation controller with "simple" in its name and it has the layers for gestures

candid shoal
#

right but

spice urchin
#

if u look at the layers it should be pretty obvious how it works

#

the only "scripting" going on is the changing of the parameters in the controller

candid shoal
#

this is what you are talking about right?

left bobcat
#

@slim sparrow

The second problem is that you need to set the render alignment to something else in the renderer tab
Such as Facing or Velocity
Keep in mind, world-space mesh particles cannot have "good" individual rotations.
The best you can do is align them to their velocity or keep them at a fixed rotation```
It's local. It is inside armature, and is not attached through a joint. It's mesh type.
#

Thank you for the second one. I'll try setting it to view and velocity.

spice urchin
#

no its the other controller @candid shoal

#

with hand gesture layers and a locomotion layer

clear yew
#

@spice urchin I managed to get 10sec animated gestures working, is it generally prefered for it to only be one frame?

spice urchin
#

no

#

they can only be 1 frame long

#

any other length will mess up gesture transitions and wont work properly

#

if u want a ''10 sec animated gesture'' then use an animator or something

clear yew
#

Believe that may have been what I did then

naive niche
#

any one have a few min to help me with a sunrise sunset animation please DM me need some help doing this correctly

spice urchin
clear yew
#

do it the dirty cheap way

#

animate a rotation on the direcitonal light

#

add animator component

#

also animate color and intensity

spice urchin
#

or just temperature and intensity

#

and also rotate some sort of skybox or something

vale yoke
#

I've seen an avatar with a phone prop where one gesture holds the phone and fingerpoint on the other hand will scroll through a list of songs on the phone, and when you let go of fingerpoint it starts playing the selected song. Anyone know how this is achieved? I've been playing around with the idea for a while now and can't figure it out

hollow perch
#

The premise of that is an animator state machine on a game object with the phone (can't be on your top level avatar object but anywhere else is fine). Then a gesture that just lock it by disabling the Animator

vale yoke
#

How do you disable the animator with a gesture though? You try with the record method but it just switches to that animator's animation when you click it, and there's no way to disable an objects animation in the list that I've found

spice urchin
#

there is u have to manually edit the animation in a text editor

#

all keyframes must use the m_Enabled type and have a classid of 8

#

and u must also change ur project settings to compile things to readable text instead of binary

#

theres utube vids on it

vale yoke
#

Oh? What would I search for to get a good video to learn this? Thanks for the info btw

spice urchin
#

idk theres a couple

vale yoke
#

An example video would be nice. Google's getting me nowhere

spice urchin
#

heres one

vale yoke
#

Sick, thanks

clear yew
#

I tried changing the Y position within this window for a sitting idle but I still end up inside the seats

#

Do I need to animate/keyframe the Y position for the hip bone instead?

spice urchin
#

thats bc

#

the sit animation actually bases off of foot position always

#

no matter what u set it to

#

so theres no real way 2 fix it unless u move foot bones down

#

i kinda wanted 2 request a toggle to make stations base off of hip location

#

thats also y u cant fit correctly on seats that arent ur size

clear yew
#

Does explain things

#

Will experiment with the bones & Shapekeys to see if I can have it work

#

Actually I was silly and added Standing override for both, will need to retest the earlier settings just in case

#

Managed it!

#

It was just me being silly and forgetting to put in the correct Sitting animation override controller in the right spot

#

This is my attempt setting it with the settings I showed earlier

#

And this was my attempt keyframing Root.T (I'm assuming hip bone?) Y position up some

#

Oh this also makes sense, just realize I don't have my gestures anymore while sitting since it is a different override meaning I could create even more gestures if I wish

#

Tested it on Pub & feels like its working on the first floor's dinner tables & stools as well as the top floor's sofa

#

Currently my sitting animation is very forwards so it didn't quite work for the Second floor tables since they're much closer to the chair's ledge but in general this seems to have been a success > w O)/

#

Now just to figure out how to get those eyes shapekeys working!

clear yew
#

@spice urchin In case you meet someone else running into my Shapekeys problem I found the solution (for my case)

#

I went to blender & selected the Armature & pressed Ctrl+A while my mouse is on the 3D view to Apply the Transformation for position, rotation and scale then repeated that on my Mesh

#

The model and armature were scaled up 9 times so the programs were having difficulties calculating the movement of vertices that small

#

"Applying" the scale made sure that the program calculated them based on their current bigger size and so now it works

#

Thank you once more for all the help!

onyx agate
#

Hi guys, what would be a easy way to swap two models through an animation and have the other model be controlled (like a transformation in a game) (if you know a method please message me)

torn pawn
#

have two meshes under the same armature and toggle those meshes with animator

onyx agate
#

Does that work with different sized models (so different sized armature)?

torn pawn
#

no

onyx agate
#

hmmm might try the puppeteer method *keep both armatures and have all bones parented to the same one of the other (then shrink one model inside the other, on the transform animation swap the small one for the big one)

clear yew
spice urchin
#

the problem with those kinda systems tho is like

#

they are out of sync with new players

#

stuff like the minecraft build shader kinda fixes it by like using the corner u click on the type of block u drop

clear yew
#

all animator states are out of sync with new players

#

i just prefer this method and workflow over the infinite gesture vid

spice urchin
#

o yea

floral imp
#

I created a walking animation override for a model that is humanoid, but doesn't have traditional legs. For some reason the leg animation doesn't show

slim sparrow
#

Yep.

#

@floral imp there is no way to fix that

#

Walking animations cannot move any transforms such as additional leg bones.

#

They can only use humanoid properties and enable/disable objects

floral imp
#

thanks, I kind of realized that as I was typing this, but I thought someone would have a definitive answer. I'm going to try ridged bodies instead

slim sparrow
#

Yeah, rigidbodies and joints could work for stuff like four legged creatures

wind swift
#

Hey I created an animation for a hovering turret in blender, but for some reason It won't animate when put into the game, I applied the animator in unity but it still doesn't work I'm setting le rig to legacy, has anything changed?

wind swift
#

nevermind fixed by setting to generic

clear yew
#

How can I convert a mmd motion over for unity? i've tried watching a couple videos but they didnt seem to help me ;-;

onyx agate
#

Import it using mmd tools in blender and then you have to bake the animation in the model before exporting to unity

stone tusk
#

Hey everyone, So i have seen MMD worlds with Camera motion and i was wondering is that imported through Blender or the MMD4anim plugin? If through Blender is there anything special i have to do to do this other than click on Camera and load in the VMD for it?

versed moon
#

how do i sync my animation in my world so everyone sees it at the same time? even late joiners

normal cipher
#

i want idle pose for first pic

#

but it doesn't work. maybe, there has any limit or can't use leg and body

#

how can i ignore that?

unique inlet
#

Who can help me put a blinking anim on my avatar? ๐Ÿ‘€

#

I have the blinking anim done and everything, just how to I attatch it without it changing my standing pose.

covert girder
#

until you not add keys for bones position/rotation it must not touch your pose, i think you need to add a second Animator and from entry put a blinking animation

unique inlet
#

It's setting a blendshape from 0-100 and then 100-0 a total of 3 keys per blink and then I have it doing that every once and awhile.

covert girder
#

you need just to have a key for opened eye, then closed and opened, and change the animation type to Loop and add to the Animator of the model ๐Ÿค”

slim sparrow
#

@unique inlet put an Animator on your body

#

@unique inlet put an Animator on your body

#

Not on your main avatar, just on the Body mesh. You can't have your own controllers on the main one

#

Then animate the blend shape however you wish

unique inlet
#

I did that but it idn't work

#

@slim sparrow

slim sparrow
#

Unset the avatar property on the animator

#

Then show a screenshot of your animation dopesheet

#

With all the keyframes and the property names

#

With the body selected of course

unique inlet
#

it was yellow and missing, so I copied the keyes and made a new property to reference again

#

but now the avatar is set to none

#

okay now it seems to be working

#

going to upload and test

undone glade
#

anyone have an alternative way of doing the fixed point thing? Doesn't work this time around for some reason.

uneven acorn
#

whenever i use the animator in unity the eyes get stuck and dont reset, is there a way to fix this

spice urchin
#

copy the avatar before animating

uneven acorn
#

thats what i did but they just get stuck

runic wyvern
#

I accidently dragged an animation onto my main avatar and its stuck in the crouching position in Unity... I have an auto save asset as well, so I cant reload the scene again and im not sure what to do..

spice urchin
#

put a copy of the import in the scene and copy over anything u put in it

#

and next time make duplicates of ur avatar b4 animating

runic wyvern
#

Okie Dokie, Ill go ahead and try that

ivory lagoon
#

i'm dumb and forgetting...how do you make a shapekey work on an animation again?

reef nexus
#

add the component. its under body ->> blendshapes --> name of shape then 0 to 100

frank elk
#

tiny Q, i need to do blinking via bones -- where should i slap the animator on the avatar if i wanted to do that? i'm assuming i can't put the animation on the root animator

spice urchin
#

u don't need to use bones

#

u can use Pose To Shape Key in CATS

#

but if u rlly want to for whatever reason

#

just put an animator on the armature or something

frank elk
#

i'm using 3ds max so CATS ain't an option rn

spice urchin
#

and put every idle in its own animation layer

frank elk
#

oki

spice urchin
#

yea thats y i always

#

use blender or export for blender

#

cuz all the tools there 2 make stuff easier

frank elk
#

yeye

spice urchin
#

but vrchat blinking a bit more realistic so i like that better

frank elk
#

i threw the animator on the Head bone and animated it, will that work in-game? it doesn't seem to work in Play mode

spice urchin
#

well probably bc ur animation isnt done right

#

and i would highly recommend it on the armature instead

#

bc it reduces the amount of animators if u need more animations

frank elk
#

fair

spice urchin
#

cuz say u have tail wags and ear twitches and breathing and blinking and etc etc

#

u can put them all in 1 animator in different animation layers

#

if u put em in diff bones u gonna need more animators and also harder to edit

frank elk
#

throwing it on the root bone seems to have worked, thanks!

wind swift
#

anyone know how I can stop a mesh from moving with my armature during an emote?

#

need my character to dance on a stage without the stage following my dance movements

#

I think I figured it out, I added a rigidbody to it, i'll see if it works

covert linden
#

Putting it on an empty fixed joint will drop it into the world without much movement, tho it usually breaks after the first, you can fix this by constantly resetting its location to 0,0,0 when done with the animation, tho I'm not sure. Another method is to simply use a second avatar and make your main one invis during the animation

gaunt sundial
#

for some reason my muscle editor is not working anymore in the newest unity, are there more people that have this problem?

livid socket
#

Is there a way to create a light mapped to lip sync? Like something that flashes when speaking?

slim sparrow
#

@gaunt sundial delete it and reimport the latest version from the asset store

#

Older versions don't work anymore in 2017

gaunt sundial
#

ow oke thx

spice urchin
#

no @livid socket all visemes are blend shapes and all blend shapes can do is offset mesh vertices unless u have some sort of glow shader or something that u resize

sharp lance
#

how do i make an animation where the gun on my back disappear? i have a seperate animation where the gun just appears in my hand but i want it to look realistic obviously. do i just uncheck the box in the animation tab for the gun?

sinful cove
#

In the override animation, just uncheck the weapon that's on your back

sharp lance
#

can i do it in the same animation? like gun disappear from back and gun appear in hand with same gesture?

sinful cove
#

Yep

#

You can do a lot with a single gesture override

#

Make objects appear/ disappear, audio sources, particle systems, blend shapes, etc

spice urchin
#

gestures are reset to their default state

#

after they are finished

#

so like if toggling something it stay toggled while active

ivory lagoon
#

okay so i figured out how to add to add the shapekey but in game itโ€™s like, a twitching expression that keeps going from expression to neutral over and over

#

both keyframes on the animation are at 100, iโ€™m not sure why itโ€™s doing that

floral imp
#

I figured it out

chilly kernel
#

i needa help

#

trying to import animation from blender

#

but it only imports first 2 keyframes

#

and at rate of 24

clear yew
#

@chilly kernel Still having problems?

chilly kernel
#

i just gave up and gonna make the animation in blender

#

XD

clear yew
#

In Unity you mean?

#

Good luck > w O)/

chilly kernel
#

its all good now

#

but gotta learn how to weightpaint bc

#

idk how it works with my model or how do i even weight paint it so

clear yew
#

I have added mixamo animations to the 'Crouch idle' part of the animation override. The animations work as emotes (1 to 8) but I can't get them to work for 'crouch idle' does anyone know a potential reason for this?

slim sparrow
#

I think crouch idle might be ignored right now

#

Prone works though

clear yew
#

damn

fading junco
#

where can i ask about weight painting?

torn pawn
tulip raptor
#

anyone who knows how a slideshow works with pictures? it's an animation I think

#

a friend made a device for that but I dont know how to switch out the pictures without having to change every setting for every picture orz

torn pawn
#

spritesheet shader or particle with texture sheet

limber socket
#

I'm totally lost with this whole animation thingy.

#

I basically just want a gesture override to throw out 3 shurikens Talon style and then have them spin around and come back to me

candid shoal
#

just to make sure - it looks like it's impossible to have particle trails rendered as mesh particles

#

correct?

torn pawn
#

what do you want to do? can have a subemitter over distance as a "trail"

candid shoal
#

yeah thats basically what I want to do

#

subemitters only trigger on death/birth/collision though

torn pawn
#

emission over distance can work as a trail, play with that

candid shoal
#

that requires the entire particle emitter be moved right

#

I can't move the emitter

#

the particle is being used as a damage trigger

sacred swift
#

the animation i got has run,walk,fly all that in one take.. like one animation.. is there to just get the fly part?

spring nova
#

@candid shoal I'm still not sure exactly what you're looking for, but emission over distance works for sure itted particles too, so you could give a particle a trail of other particles

candid shoal
#

looking for this

B000ooooooo........... X

#

B = hitbox particle, original one

#

00000ooooooooo............ = falloff trail

#

X = emitter

#

oh wait you did pretty much just that with the fireballs

#

in your video

sacred swift
#

i have a animation of a unicorn that some one can have if u help me figure whats wrong with it haha

#

a Pegasus to haha

#

i spent $20 on it!! and i cant use it

spring nova
#

@candid shoal yeah that's exactly what I mean. Subemit particles on birth and give those particles emission over distance

candid shoal
#

if I turn off the particle emitter

#

will it prevent the subemitters from working

#

the way I set it up right now is that I launch a world particle

#

and play a sound

#

I have it set to emit on death but that wont work

spring nova
#

If you turn off the particles emission, no if you turn off the gameobject of the particle then yes

candid shoal
#

it turns off right after emitting 1 particle

spring nova
#

Wait is this for a world?

candid shoal
#

yeah

#

I have it turning off the entire particle emitter I think

#

no wait

#

I have a "SetParticlePlaying" trigger

#

I tried to make it so when it collides with the environment, it 'explodes' aka has a subemitter

#

its not working

#

which likely points to subemit on birth to not work as well

spring nova
#

So if you do on death or oncollision with a particle that dies on collision, then it will only be able to submit for a single frame. Which means it can't do subemissionover time or over distance, and you need to do burst emission. Are you using burst emission?

#

Onbirth won't be affected by this though, so it should work no matter what you do

candid shoal
#

doing both

#

wait

#

so on death only plays the subemitter for a single frame of it's emission?

spring nova
#

Yes, so it needs to be burst

candid shoal
#

hmmm

#

if I have an explosion which is made up of multiple expanding spheres

#

how would I implement that

#

emission was supposed to be 7 for .5 sec

spring nova
#

Size over lifetime

candid shoal
#

so it was multiple concentric spheres

#

yeah but I can't do it on death

#

the energy ball hits the ground then explodes

spring nova
#

Oh so after it collides, you want it to keep doing stuff for a little bit,m

candid shoal
#

yeah

spring nova
#

Instead of just a burst and done

#

Just have it subemit a single invisible particle with burst, and then that particle subemits your actual explosion onbirth

candid shoal
#

so its not chained

#

er

#

so when it emits the second one

#

wait

#

wont that single invisible particle die after 1 frame

#

and then stop the next anim after 1 frame as well

#

I'm trying it anyway

#

oh... its just not colliding I think

#

its really weird

#

it works in unity but not in vrchat

spring nova
#

No, the invisible particle can live as long as you want

candid shoal
#

its playing and exploding as intended in unity

candid shoal
#

oh my god

#

I forgot to set it to turn on in the triggers

candid shoal
#

got both subemitter methods to work

echo siren
#

does anyone know how to convert .vmd to .anim so it works on any model?

covert girder
#

to make it work for any Humanoid model you need to change animation type in unity to Humanoid, for generic models it will work only with models that has same named bones

echo siren
#

thank you โค

lone wraith
#

i am making a rag doll for people to play with in my world, do i need it to be Humanoid, Generic, Legacy, or None?

tough sparrow
#

Humanoid and use ragdoll wizard to set up your ragdoll model

#

The model will just drop dead to the floor

#

The controlling part, ask someone else

slim sparrow
#

@lone wraith probably generic or none

#

Actually what Levian said is a lot more promising

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You'll probably have to fiddle around with pickups on the limbs

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Or just loose objects on a joint that pull the limb towards itself

chilly kernel
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i cant get my world particles game object to follow my hand

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any tips?

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yes i have fixed joint on the game object and rigid body on my wrist

slim sparrow
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Object with fixed joint on it has to be always on @chilly kernel

chilly kernel
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it is

slim sparrow
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And it has to be outside of your armature entirely

chilly kernel
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but when i start making the animation and the character goes to the random pose the object doesnt follow

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even in unity

hollow perch
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You are making the animation on a duplicate right? You should be testing In play mode on your original avatar . Use the override controller in the animator slot of your avatar animator to test with that. Make sure to add a mask to left hand and right hand layers and set weights to 100% in the animator controller layers panel if this is your first time: the sdk has a bug. After adding mask you can fire hand gestures through the parameters window and test the same way it works ingame. It should stop jumping around. I need to make a simple tutorial showing this because I find it useful for testing

chilly pilot
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I'm trying to create an animation that creates a particle in my hand, flies off into the distance until it hits a player (or the world), upon which a small explosion will happen. I've gotten my system to hit the world and explode successfully (somehow), but testing with a random avatar I have laying around, it's not colliding with it. How do I get my particles to impact avatars?

wise junco
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@chilly pilot some people have particle limiters prevents them from colliding with particles

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You need an avatar with a collider for it to work

spice urchin
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also they will collide based on who is drawing them

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so if u set it to ignore PlayerLocal it will collide with ur own character and go through their own on their screens

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but 2 u it will probably just look normal

hollow coyote
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So I learned how to do gesture overrides awhile back and have models using my old techniques which still work, but today when trying to add a Vape emote to a model I made it active in the animation tab and nothing happened. I'm wondering if it's the model I'm trying to use or if there's been a change in how this was done? I called back to this tutorial ( https://www.youtube.com/watch?v=eT5_nyb0T1g ) which I used to initially learn how to do this, and can send screenshots of my stuff if necessary

Showing you how to change default emotes to weapons & stuff. SUBSCRIBE, LIKE AND ALL THAT GOOD STUFF!! :D MY FIRST TUTORIAL โ–บ https://youtu.be/0vdiCJRAExw DI...

โ–ถ Play video
covert girder
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Animation component is not white listed anymore, you need to use Animator component, and anim must not be Legacy to use

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Animation component is not white listed anymore, you need to use Animator component, and anim must not be Legacy to use
also you can't edit default animator where your avatar descriptor or add another, but you can add animator to any object inside

hollow coyote
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Oh

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Could you link me to a tutorial on how it's done now?

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And will I need to change it on my old models? They seem to still work fine

covert girder
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actually the thing i wrote is for Animation component replacement (for all the time animations), and just using anims for gesture might still work ๐Ÿค” and you don't need to edit old avatars

hollow coyote
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I'm basically just trying to add a prop to the avatar's hand with a sound effect

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It's been awhile so I may just be forgetting something but it's not working properly at the moment

covert girder
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do you add 2 keys in a row with enabling the prop, and then assign this animation to gesture box inside of override template? also be sure you put the override component into avatar descriptor slot

hollow coyote
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I didn't get that far, I selected the prop in the animation tab and set it to active, but it didn't appear on the model, it was all unchanged

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In the video I linked his model changed pose and had the prop in hand, and I remember that happening before but it didn't happen this time

covert girder
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can you do a screenshot
also you don't in play mode? and you don't disable mesh renderer on that prop? and you enable prop as object and not properties of prop

play mode is a |> triangle at the top

hollow coyote
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I'm not sure what play mode is, and I've never done that before on other models

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I'm an amateur when it comes to unity lol

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Can I DM you?

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Can't send screenshots here

clear yew
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You can only link images here

hollow coyote
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Play mode gives me that

covert girder
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@hollow coyote you don't need to be in play mode, also i spot blink in Animation, for now you need to add Animation to Body mesh and create controller and assign blink animation, but also need to change from Legacy to normal back (actually that easy)
and back to current question, what happen when you enable by yourself this Vape? does it appear properly?

hollow coyote
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It works fine when I enable it in unity

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it's just not appearing when I set it as active in animation

covert girder
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you active it with isActive? also try to isActive it two times in a row, and move animation timeline "line" to the minute or else, from 0 somewhere

hollow coyote
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moving the timeline away from 0 made do the normal thing

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Thank you lmao

covert girder
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@hollow coyote and about your Blink anim, you put Animator component to the Body mesh, create a controller, in Animator window right click to create "box", then right click on green "box">make transition, and attach to created "box", then left mouse on created "box" to select and on the right side you need to attach Blink animation in animation slot, but that must be marked not Legacy (is box named Node?) ) also you need to check Loop on Blink animation properties

hollow coyote
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I downloaded the base model from VRCMods, it works properly so I'm not gonna touch it

cosmic idol
pliant plank
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@cosmic idol there's a source in the description, have you checked it out?

clear yew
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Is there a way to animate something to an emote and keep it on that emote forever? like if I wanted to make something invisible at one moment and not invisible at another but it only activate when I click on that button or turn it off?

west vortex
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i need some help with swapping animations in and out, i have a dancing animation that i want tied to a gesture, and the sword animation works fine but the dance wont change from my idle model, but the sound plays. if someone experienced wouldnt mind helping me out i would be greatful i spent 11 hours trying to figure it out today.

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send me a friend request on discord and i'll get back to you tomarrow its 1:40am

pliant plank
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@clear yew unsure about "forever" and if this concerns emotes, you can make an animation as long as you want it to be, and the emote will play it, after a minute of that emote playing your IK will reset but the emote will keep playing untill the end, anything moving the humanoid after the IK resets will look weird, which can be fixed by simply re-selecting an emote, any emote can be used for such and the emote you were playing will continue, your IK will reset every minute, so for a long animation that moves your humanoid you need to reselect an emote to "fix" it

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The IK resetting also means you can move around whilst the emote plays, but no other emote will play untill that one is finished

spice urchin
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u can also just set up a toggle or animator trick

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bc animators hang on last frame and last state

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and when turned on again they restart

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an example toggle is an animator that starts with a clear state

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and ends with a looping on state

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then based on how long u trigger it for u can toggle somethig on and off

fleet crane
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is there something special I have to be aware of if I want to destroy a particle on my avatar with a trigger + collider set to isTrigger ? it always works in the Unity editor, but ingame it's very random if it works or has quite a big delay until the particle gets killed. I want to kill it so I can spawn a Sub-Particle on kill, so I only need one emote for a lot of different particle effects

slim sparrow
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I think you have to have the particles on a fixed joint or something

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Just like you'd have to do for worldspace particles

mystic spindle
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Hey guys, i need help, i'm trying to make a young link avatar for vr chat, but i'm having troubles at making the hat (or the clothing in general) having cloth physics, can you please help me guys?

wary parcel
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He looks to be having a dope evening!

timid prawn
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what expression people put on gesture in general ?

west vortex
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looking for some help with an animation, I still can't get it working and i've tried everything.

wild bluff
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okay so i have this massive issue where my world particles just fire out of my avatars ass, can you guys find a mistake? looks all fine to me tbh

slim sparrow
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@wild bluff the object with the fixed joint on it has to be outside of your armature. It has to be next to your Body and Armature.

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In addition, you have to move and rotate it towards your hand or it will be offset

hollow silo
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How do I make a animation clip loop?

wary parcel
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Animator

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And property loop

lament hearth
ruby ledge
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Alright so, question, how do I set up a mesh swap to be active for as long as I hold the gesture button on a gesture override?

spice urchin
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already does that

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all set data is reset when gestures are released

ruby ledge
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As far as deleting/adding keys

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and making sure the inactive mesh is set to active

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while hiding the other, I guess would be a better way of wording it

spice urchin
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?

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u just make an animation that in 1 frame enables one and disables the other

deft mountain
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I hope somebody can explain this: When I'm in the animator and I try to move a model from point A to B by starting on one keyframe, and dragging the position with the mouse to where I want it for the ending keyframe, the animation will always reset to its original values whenever I click off my duplicate. The values will stay if I type them in manually, but this ridiculously more time consuming. I'm certain there's a way to make these animations using the mouse instead of typing, as I've done it before. I have no clue if I'm doing something different, so I hope I'm just missing something obvious. Plz help!

ruby ledge
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last question, I seem to be having a problem with hand gesture overrides acting kind of erractic and activating when the gesture isnt being used

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Say I use a hand open gesture, hold it, then release

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If I use the controller to turn, it will randomly activate sometimes.

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I'm using vive controllers if thats any assistance

hollow perch
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That may mean you have gestures with the wrong length. All gestures must have identical keyframes 0:00 and 0:01. They are not allowed to be longer

ruby ledge
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I just wish vrchat would allow binding of movement to one controller and hand gestures on another, even if it means you cant do hand gestures on one hand

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That makes sense

patent crane
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made some new shader and anims :P

hollow coyote
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When modifying an existing prop gesture does it matter if I move the prop in the duplicate without touching the main model?

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It's very tedious constantly deleting and reduplicating the model just to move the prop but thats what most tutorials have made me assume I need to do

spice urchin
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u can just delete the animator it creates

hollow coyote
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Could you explain what you mean? I apologize for being a noob lol

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I imagine you mean that when I move it it'll appear in here, but if I delete it won't it undo the change I made to it?

spice urchin
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no like

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in the folder

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it creates an animator

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u can also add multiple animation layers

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can change which animation to edit

cloud arrow
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Slightly complicated question here but I'll try to explain. I have experimented moving a models head to another body, however I did that joining part in unity. This meant deleting the heads body and unused bones in blender, but also meant that there was no eye tracking lip sync etc because cats wouldn't allow it.

So i guess my question is, if I'm moving a head to another body does it have to be in blender in order to have lip sync etc? Or can i set all that up first then delete the unused body parts + join the new parts in unity?

clear yew
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@cloud arrow I'd consider it to be easier to do in Blender though if it's an MMD character then using their editor first may be even easier unless you're more familiar with Blender

slim sparrow
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@clear yew you can't link to that site here

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I think desktop is/was stuck on open hand, not sure if that's still the case

spice urchin
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firstly idk y ur asking us 2 fix some crappy vrc mod item, also that sites not allowed

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also nobody wants more memeatars so get it working urself or stop being a troll

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unless of course u only using it sparingly but doesnt seem like it

gaunt sundial
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so i made a blinking animation like i have done alot of times in unity but now for some reason its not working when i upload this sertain model is it bc the new Unity or something ells, and just to check i used this tutorial https://youtu.be/p0txtOuZtx0 where i learned it from to see if did it right and i did. HELP!?

Importing model - 0:37 Toe Removal - 1:37 Applying Shader - 2:29 Blinking Animation - 3:09 Animation Override (Facial) - 7:24 Avatar Descriptor & Viseme - 18...

โ–ถ Play video
undone glade
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@gaunt sundial because they removed legacy animations, you need to create an animator on the Body and change the path of the animation to Skin Mesh Renderer I believe.

cloud shard
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Hey just a ranbow qwestion.... doese anyone have the Okey hand animation Left & Right for unity?

undone glade
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Or you should be able to just highlight Body, animate, and continue where you left off(?)

slim sparrow
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@gaunt sundial you need to put an Animator component on the body

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Do not use the Animation component and do not mark anything as legacy

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That no longer works

gaunt sundial
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@undone glade just chancing it from legacy is not an option?

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owke

undone glade
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Nope, legacy animations are gone. We don't need them and I forgot the reason it's been awhile ago

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You'll pretty much be animating the parts directly.

gaunt sundial
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so put the Animator on the body, And do not put it on Legacy. god it thx guys ๐Ÿ’™

slim sparrow
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@gaunt sundial you can untick legacy though

undone glade
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I think they fixed it where it will show up in mirrors at least so you can see if it works.

slim sparrow
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But then you have to put the animator on the body, and press F2 to change the property's path from Body to just nothing

gaunt sundial
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oke so it still not working for me

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I got rid of the legacy in the animation and i put the animator on the body but its not doing anything

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@slim sparrow what did you mean with change the property's path from Body to just nothing ?

silver egret
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@gaunt sundial i think he means that in the animation window where you see the property name it should go from "Body: Skinned Mesh renderer" to plain "Skinned mesh rendered"

ruby ledge
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So how exactly does scale work in animations if I want the avatar to grow larger to a certain point during it. Do key frames need to be set at certain points to dictate how fast it grows up to a certain point then remains that size during the animation?

silver egret
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Jut set value a to value b and it will do the trick

ruby ledge
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I say animation, I should rather say gesture override

silver egret
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if you want to make a more detailed scaling with pauses then you put something in between

ruby ledge
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and this is more a general question with avatars but it concerns animations as well. I've been encountering an issue in VRmode where gesture override (A)will activate even when another override (B) is called

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Or the gesture won't technically clear so even if you release gesture (A) and do it again, it won't activate until you do another gesture to reset it.

silver egret
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i think that's a issue of vrchat from what i have seen

ruby ledge
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I'm probably completely wrong about this, but I think it has to do with the vrc_avatar_descriptor custom standing animation controller being the same as the animator controller being part of the problem

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Or even if thats how it should be.

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This is what I'm talking about

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Not sure if theres something in there that needs to be changed

slim sparrow
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@ruby ledge Stuff on fist doesnt cancel correctly

spice urchin
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yea its weighted

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unless u use another gesture

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it wont cancel

slim sparrow
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Animator controller is ignored

spice urchin
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its not supposed to be an animation controller lol

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its supposed to be an animation override

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theres a sample in the SDK

thin flint
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how can I make an animation work independently and not follow the avatar? so for example I can walk away from the point of origin and watch the animation as well and watch it follow it's set path, or at least have it move along a Z axes based on where it is spawned.

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Or could someone at least link me something related to this?

covert girder
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you can spawn model with animation via fixed joints to keep it in a same position and be able to move around, and disable mesh renderer on your main model mesh to hide yourself

thin flint
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how do I find/use this fixed joint?

spice urchin
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what

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u can make the character move

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but u cant make the character move the actual root

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just change the setting in the animation

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i.e. the character will walk but ur 'avatar' will stay in the same place

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and yea for that watching thing if u want to like

thin flint
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By avatar you mean the animation correct?

spice urchin
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plant down a version of ur character

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that pretty simple as they said just put a rigidbody on it and activate it

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and when its not active reset its position

covert girder
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@spice urchin when i add Camera component to my model, my view overrides to this camera? ๐Ÿค” or that a shader on one model from one world that moves around my camera to the dancing model, what did you think

spice urchin
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?

covert girder
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just a random question that came to my mind when i remembered what i saw yesterday )

limber socket
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If I wanted a gesture override to throw something and have it come back like a boomerang, would I just parent the object to my hand and animate it being thrown?

spice urchin
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sure

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u can also have 2 models

clever frigate
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Howdy guys, can someone point me to information on how to put an If/Then statement in the animation file? For example if I want the Fingergun emote to draw a gun, I know how to do that. But I know you can set it so that if I do Fingergun AND fingerpoint then it will trigger the gun shooting. Fingerpoint alone would just do soemthing else like the normal finger point. So i assume there is a way to enter in an if/then statement somehow?

spice urchin
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there are no statements and scripts

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u can however do something very simple

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called enabling the parent of the gun

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and then enabling the fire effect

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thats also in that group

clever frigate
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Ok so basically with the fingerpoint I would enable to "firing" sound/animation but since fingerpoint alone doesn't activate the parent group that is why it won't show. Then when fingergun is active the group is active, and so it triggers. Ok that makes sense. Thanks!

ruby ledge
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@spice urchin You say its not supposed to be an animation controller, do you mean to change one of the things?

spice urchin
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it has to be an animation override

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where the animations u wanna change go in the slot

ruby ledge
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Yeah, I know that part

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I just didnt know if both of the things need to be a gesture override controller

spice urchin
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no

ruby ledge
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So I can leave one of them blank/none

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In that case, which one needs to be the custom gesture override controller

spice urchin
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Standing Anims

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and Sitting Anims

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unless u don't want one or other

ruby ledge
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so the custom gesture override controller should only be on the controller in the animator window?

spice urchin
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no

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avatar descriptor

hollow coyote
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So I'm trying to make this smoke particle effect for a gesture smaller, but I can't find an option that makes it smaller