#animation

1 messages · Page 99 of 1

hollow coyote
spring nova
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You're probably running into the minimum size. That's in the renderer tab, and forces it to never go below or above a certain size on the screen

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Set the minimum to 0 and maximum to 10 and it will always display the true size

hollow coyote
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It's still the same size, is there anything I can do to make it smaller or is it just stuck like this?

covert girder
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try to reduce max particles, lifetime, duration, radius on shape
start size

spring nova
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Oh, dont change the size of the gameobject it's on, leave that at 1. Change the size of the particle with start size

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It's at 14, that's huge

pliant plank
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Try 'round 6-8

hollow coyote
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Yeah modifying that gave me a better result, going to edit some more of the options to get it not as long now

covert girder
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to reduce size need to reduce lifetime i think

spring nova
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What no

hollow coyote
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I tried reducing start lifetime but after about 4.5 it starting making the cloud fat instead of long like I have it

spring nova
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Lifetime does not affect size directly. Maybe sort of due to size over lifetime but not on it's own

hollow coyote
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What could I do to keep the shape while shrinking the effect?

covert girder
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@spring nova this is long because particles life long so them fly far away 🤔 duration

spring nova
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Start size

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Or start speed if you don't want it to go so far

hollow coyote
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Perfect. Exactly the settings I needed

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Thank you! 😃

silver peak
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Can anyone give me a step by step on adding animations to my avatar I've followed all the tutorials I've seen perfectly and my avatar still breaks in VrChat (sinks in the floor up to the waist or turns into Ghandi and floats cross legged) if you're kind enough to help DM me please and thank you.

spring nova
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If your avatar gets stuck in that pose, you need to duplicate your avatar, make all your animations you need there, and then you can apply those animations to your regular model

silver peak
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I've tried that and it still breaks my original avatar in VrChat ;-;

clear yew
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Does your Avatar work correctly without the animations on the Animation Overrides?

silver peak
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Yes

clear yew
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Have you tried adding one or two animations at a time to see if there is a particular one that is causing this?

lunar magnet
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Can somebody help me ? how can i make my animation last longer i know vrchat cut it off in 60-70 sec but i have 3min30 sec long animation (music+shape keys+movement) ? Is there any way ? When i put it on non emote shape keys work and music but no movement 😄

last wolf
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any one know how to fix you avatar's pose when it's in the ground in unity? There was a way to fix that to make your avatar t pose again but it doesn't work with the updated unity

slim sparrow
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@last wolf alt-click to expand the armature

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Select all bones, in the transform component do revert to prefab under the gear icon

last wolf
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in the hierarchy?

slim sparrow
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Yes

last wolf
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idk what i'm looking at but i dont see revert to prefab

deft mountain
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Anybody know where I can DL some half-eaten food models for an animation?

wise remnant
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Massive noob question... but...

Are the animations for a humanoid shaped model standard? Or do you have to program them into the model?

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Like, if you walk forward with a 3d model that's rigged, does the game automatically make the legs move?

spring nova
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That's the difference between generic and humanoid. Generic animations say "move gameobject to rotation of X, Y, Z". Humanoid rigs allow you to conform your avatar to a standard. All humanoid based animations can be applied to all other humanoid based rigs because they're not looking for specific gameobjects, they're looking for definitions like "bend left forearm inwards 30%"

muted prairie
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They'll be automatically "programmed" into the model because it follows the standard humanoid configuration, if you use the standard controller (the one by default when adding the avatar descriptor) then the animations are already there.

eternal oak
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question, am I able to add an object to my model and place it on the ground?

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I know how to add things to the model itself, just not how to make an animation where I can place it

muted prairie
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Yeah, you just create an animation with a keyframe for the object where you want it to be

wary parcel
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There is methods, but some are quite advanced, and the old joint no target does not work anymore if i am correct.

eternal oak
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Okay, that gives me some hope, I researched a little and a lot of people just said it straight up wasn't possible, but all the posts were old

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is there some kind of guide I can follow for it?

wary parcel
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Not quite out there yet, you could check up on the FIK stuff, but its an expensive script to just get that function, think there was another workaround with humanoid bodies instead of Generic as the gameobject and it would use the joint as it was in 5.3

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Should be written in the canny post if you can manage to find that one

robust hound
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did something change when creating and adding an animation to make an object visible/invisible ? (object.Is Active)

eternal oak
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I'll look around, thank you very much, it really makes me happy that it's possible at least

hazy sequoia
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Hello! I had a question regarding animation for hand gestures and making parts of a model appear and disappear when certain gestures are made.

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I have an animation that replaces the HANDOPEN gesture, and when this gesture happens, I want to make a mesh that I have rigged to the model appear. With this, I also want it to be invisible when not performing the gesture.

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The second mesh is also part of the main model's FBX, so it isn't another model file or anything in case that helps.

chilly vapor
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it should work still just like any other prop. The animation would just enable and disable that element on the model

hazy sequoia
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I have the avatar set to export where that mesh is, by default, disabled. In the dope sheet for the animation, I have keyframes that tell it to be active, but no matter what I do, the model always has that model active, even when in an idle state.

spice urchin
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what

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that should not be happening are u sure thats all u did

hazy sequoia
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I'm pretty sure, yeah.

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I'm going to try taking the entire avatar out of the scene, putting it back in, and rebuilding the controllers from scratch to see if that fixes it.

gleaming tusk
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How do you make animations with multiple items on it?

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Like, I want something to appear first, then another one

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but it breaks, so I can't cancel it

robust hound
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little up for my question

anyone?

spice urchin
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controllers?

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@gleaming tusk use an animator and enable/disable it

craggy sage
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do rigid bodies work atm?

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like for particle systems?

spice urchin
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yes

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but only partly

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and i wish it wasnt like that

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specific worlds like murder (typically any world with ragdolling) makes all rigidbodies be in awkward locations and not work properly

craggy sage
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is there a tutorial for world particles on the new 2017 unity?

spice urchin
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nothings changed

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literally the same, attach a object with a rigidbody constraint to the joint then put a particle inside of it as a separate object

craggy sage
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so no tutorial?

spice urchin
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u dont rlly need one

craggy sage
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then how will i learn how to do it?

spice urchin
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i told u how u set it up

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u create rigid bodies in the part and on the object

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u use a hinge or fixed joint to connect them together

craggy sage
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what part?

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and which object?

spice urchin
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the thing u wanna connect it to

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and a empty gameobject with the particle

craggy sage
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your vague words arent really useful, hence why i asked for a "video" tutorial

spice urchin
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well im sorry u have a problem with reading

craggy sage
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and im sorry you cannot convey information properly

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so to answer my question, no, you dont know of a tutorial

spice urchin
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i am conveying information properly its not my fault that u cannot understand how to set it up, its not like im going to give u clicks through everything. anywho im sure google will help u so either stop being rude or literally look it up

craggy sage
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you are using vague and abstract terms

spice urchin
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no i already explained what both were

craggy sage
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regardless, i am still looking for a video tutorial

spice urchin
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all of these work btw

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id assume youtube would be the best choice to 'look for a video tutorial'

wise bolt
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does anyone know how to make it so you need two different gestures to use an animation? i've seen a few models where you hold rock and roll for an item to show up then on the other hand you use victory and it will play an audio.

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i would like to add an audio to my models gesture but don't want to fat finger trigger it accidentally.

spice urchin
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thats pretty simple

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just put both in 2 gameobjects

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obv u would need both gameobjects active to see the item

torn pawn
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@wise bolt
Parent

Child
both objects disabled, with 1 gesture you enable parent, with other u enable child object, you can even enable 5 child objects under different parent objects with a gesture, but none of them will be activated unless the parent is active

warped willow
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I have an object that needs one of it's child objects to animate; and to work on two layers.. One to change it's material color, and one to rotate the child object so that it spins. It's essentially a lance with some spinning parts. Everything looks fine, and I'm using triggers correctly, however my results remain.. interesting. Couldn't post images while typing this out, but I see what I can do to get a visual reference of my problem

wise bolt
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nice! thanks for the help guys.

fluid crescent
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Why my custom crouch idle animation doesn't work ingame?

clear yew
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Heard crouching Animation doesn't work though plan to test it soon

covert girder
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crouch back works, crouch idle rarely and usually turns to just idle 🤔

drifting brook
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@warped willow did you adjust the position of the object in your animation? if you did, make sure you are applying the movement/rotation to the parent and not the child objects

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anyone know off the top of their head how the rings people can pass over them like hula-hoops to turn partially invisible work? Im guessing its just a cylinder with shader and the rim has the visible hoop and then the user uses the "floating object" motions a magician would use when the object is suspended by a prop

chilly kernel
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is there way to sneak in lens flare to vrc

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since you can use the flares on light source

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but i kinda want to combine 2 different flares on it but the game would remove lens flare

clear yew
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lens flares work in vrc

slim sparrow
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They sorta work but apparently they're blocked by the player capsule

clear yew
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lens flares will be blocked by anything that has a collider

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this is how unity works

chilly kernel
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also whats with the rigid bodies

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they work only locally

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my friends says that the object moves with me

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but for me its still

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added the fixe joint and rigid body on the game object and still it follows me to other people

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but for me it stays still

astral sentinel
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with animations is it 60fps?
because i'm trying to line up a prefab to spawn in at a certain point of an audio clip

late whale
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Does anyone know how to properly do stations (chairs) on avatars so that people aren't sliding around and chasing your avatar instead? I've seen it working on other people's avatars, but I can't figure out how to do it myself

livid horizon
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Dude these channels. I am just not used to them. I feel like a jerk posting and deleting 2 or 3 times just to notice there is an animation channel. On to the issue!: I created an animation controller, put in all 5 of my animation clips that work. Created a trigger parameter for each, linked the idle state to entry like the example, gave each transition to each animation a parameter name just like the example and set those parameters on a VRC_Trigger to run on enable. They are enabled when someone interacts with an object that enables another object that runs that animation trigger. I know its working because the audio trigger that goes along with the animation trigger plays, but the animation does not and I just can't figure it out. It's basically a mirror image of the example and still not working.

clear yew
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Anyone know how to get spawning-in animations to work? Like when your avatar loads up it does like a airdrop or teleport in.

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I'm already familiar with animator states with in-armature objects

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Like mines works in unity, but in vrchat, absolutely nothing happens

hollow perch
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If it's working, it will show in your avatar menu too. Just put an animator on your avatar that runs its spawn in animation then goes to another state that does nothing (or does your usual animations like blinking or tailwag

clear yew
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Any specific settings to set for the animator like culling mode or root motion?

hollow perch
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Not that I'm aware, just defaults. But do not put it at the top of your avatar: your avatar's main animator must be set to None (Runtime Animator Controller)

clear yew
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Oooooohhhhg, there's my issue. Thanks Lyuma!

craggy sage
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is there anyway to stop the animation window to stop swapping when im trying to click something?

fringe patio
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anyone know if it's possible to change view position when doing an animation like getting bigger? tried editing it in animations but does nothing

whole shard
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I have the exact same issue

hollow perch
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What method are you using to change scale? Unless you are using a shader, In addition to the view being off I believe you might have trouble with the IK being off

whole shard
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Ah, I was just rescaling the whole thing.

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Haven't messed with shaders yet

hollow perch
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View adjusting is a big project... Like many things in vrchat, possible but not trivial. One way to attempt view position scaling is to make your own camera system as I am not aware of any way to adjust the view position. If you don't care about depth, you simply create a camera at your head position after scaling, and use a fullscreen shader to display that in your face. You will want to clip the shader if the pixel is exactly black and some distance check so you don't cover up other users' screens. Also it might look bad in stereo unless you use a separate camera or use something like neitri's depth based mesh deformation shader.

whole shard
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I see

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I was just hoping I just wasn't using the viewpoint adjustment in the animation correctly. Guess this will be harder than I thought

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I do appreciate the help. Thank you

clear yew
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I would like for my avatar to always have a slight smile, should I set it as the vrc.v_sil/ Silent shape key, add it to the basis or animate it in the idle animations?

slim sparrow
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Personal preference. If you set it as the sil shape key, the smile shape key will stop while you're talking. This is usually desirable behavior

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@clear yew

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But the smiling may look fine if you're talking, you can test that by setting smile to active and then cycling through the talking shape keys.

clear yew
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Thanks for the answer

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Wasn't sure if Basis or silent would be be used while not talking

lunar magnet
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Does somebody know why MMD animations in unity gets weird ? like from spine up its fine but legs no .. in blender when i watch the animation its fine but in unity no .. ehm

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Or does somebody know how I can make my own moving animations for unity ? like dances

clear yew
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Wonder if it may be due to extra bones on or around the legs

pliant plank
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Reason is that the spine isn't directly connected to the hip that actually moves, parenting it will break the animation completely aswell, the hip that has movement doesn't have the legs parented to it either, and due to such, only the hip that gets moved by the moving hip can be used as the hip bone in the rig config, essentially freezing hip movements

clear barn
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i need help, when i hit play in the animation editor it plays perfectly, but when i hit play for the whole scene it doesnt animate

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my animator component is in the armature

torn pawn
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does it have the correct path? and is the animator component enabled?

clear barn
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the path should be correct, it doesnt show up in yellow and it animates through when i hit play

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and yes the component is enabled

raw frost
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I saw someone using the Emote's once to toggle Animations (Like drawing a sword) how would i do that, is it just replacing the animation or do i have to do something special

slim sparrow
raw frost
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I dont really underrstand how its working

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Also, is it normal that my Seperated Mesh for the Arm is dissapearing when using a Animation, becaue it allways idssapears at random times for me but not for other people or in the Mirror

slim sparrow
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Mesh bounds probably

clear barn
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i still need help with the animation

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the animator is on the Armature, and the animator itself works because its the same one i use for another animation that works

slim sparrow
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The Animator should be on the Body

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Or whichever mesh has the blink shape key on it

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Or are you using eyelid bones for blinking?

clear barn
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yes, the shape key animaton works

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i have another animation that moves bones

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thanks btw

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so i figured, if to move shape keys i have to put the animator on the mesh, to move bones i have to put the animator on the armature

slim sparrow
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Yes

clear barn
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alright but its not moving, not even in unity

raw frost
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And what about the Mesh Bounds, can i Fix that somehow?

slim sparrow
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Yes, you can manually increase the bounds size a little bit in the Skinned Mesh Renderer component.

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Make sure it extends forward a little more to cover the entire range of motion of the arm

worn quest
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hello; i don't know if this is the best place to ask, since it doesn't relate to an avatar that i've created (this time), but would anyone be willing help me or walk me through/give suggestions on adding this custom animations to my avatar? the animation file itself is a .smd file but converting it breaks the animation, and when i load it in for my custom avatar it doesn't connect to the mesh at all or doesn't work properly and no matter how much i search google for an answer i cannot find barely anything, so i'm at a loss on whether it's an impossible cause or of i'm just not knowledgeable

chilly kernel
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how do i do custom sitting animation

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the legs snap back in tpose when i move to next joint

floral imp
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is there a way to reconnect missing animation properties if you have to move or change the name of part of the hierarchy of objects?

covert girder
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you can replace the name for all keys where that name exist through text editors when you open .anim file, if you have in settings save as text instead binary

spice urchin
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u need to change project settings which is in tutorials

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otherwise its all saved as binary instead of like a neat table format

raw frost
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How exactly do i increase the bounds of the Skinned mesh render

spice urchin
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u press edit bounds..

terse ledge
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Im trying to figure out how to either split my hand guestures so i can have 7 guestures on one hand and 7 different on other hand or i had an idea to have combo guestures where both together cancel out there normal guesture and give a whole different guesture. Am i wasting my time brainstorming or could this work.

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Mainly this is for face guestures normal combos for props is simple

hollow perch
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The right hand takes priority over the left hand, so if some gestures set blend shapes to 0 and other gestures set the same blend shapes to 100, but some gestures do not touch these blend shapes, you may be able to construct additional combos.

terse ledge
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Ooooh ok thanks! My idea was fist activates a game object in armature then a animation inside for every guesture and those guestures are activated by normal guesture and then cancel out the face from fist and normal guesture and give a new one.

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If that works i could have 13 face animations instead of 7

toxic stratus
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Good day people of the Commonwealth!

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I need some help

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I am following this tutorial:

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I am stuck at 10:59

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This guy somehow manages to edit the Unity .anim file with the Visual Studio

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But when I try to do the same, the file looks encripted for me

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Does any one knoe something about this?

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And how to access the .anim file with lets say Notepad++

spice urchin
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if u payed attention im sure they explained (or mentioned) u need to modify the project settings to compile assets to readable formats instead of binary

toxic stratus
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Thanks dude, I just found that My project was corrupted

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I could edit .anim files on a fresh project

spring nova
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Is he editing them to add the behavior.enabled keyframes? There are editor scripts to do that now

west widget
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im trying to put a sword animation on my avatar but it wont show up when i do the gesture??

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I'm going to get off for tonight, if anyone can help mention me please 😃

ancient bluff
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wait what’s that VRCInventorySystem thingy

spice urchin
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i honestly never use it

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i tried it one time but i didnt like it at all

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it breaks prefab connection and makes too many animators

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better off making it urself (i could even do it with just one animator)

ancient bluff
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o I mean like what is it for or what does it do. I saw it mentioned and thought it was some way to have an inventory in vrchat or something lol

spice urchin
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no it just pops out animations that can toggle on and off things

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and also screws up with ur model

ancient bluff
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oh okay

wise junco
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It doesn’t screw up your model at all, it basically puts your intended object inside a togglable animation that can be used for the emote slot. This opens the possibilities of a long lasting animation without holding a gesture

dim ocean
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How would one go about overriding one hand gestures with another. I'm trying to replace the "rocknroll" gesture with an "OK" hand signal but I don't know how it works with the single animation and the two hands and all that. If someone knows any good tutorial videos for that that would be appreciated because I have only been able to to find tutorials on mapping facial gestures to hands.

slim sparrow
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You make the animation with both hands. @dim ocean

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The game itself will take care of only doing it on the left/right hand ingame

eternal oak
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fellas, if I want to make my avatar slither, how would I go on about making the rig for it? is there a guide I can follow?

viral talon
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okay I'm getting truly frustrated

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I'm attempting to add an object animated on my avatar, however, whenever I check the avatar on vrchat the object is completely scrambled

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and it's static, doesn't do anything

naive niche
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did you make it in blender ?

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does it have shapekeys ?

gaunt acorn
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i put a vrc station on my avatar how do i make a sitting animation to make it look like im giving them a piggy back ride?

thin notch
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hi

magic coral
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having issues with getting tail to animate by default. have the controller made as well as animation. Not sure how to apply it for tail to move normally

hollow perch
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Are you using an Animator Controller on your tail? or another method? Idle override?

magic coral
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animator controller

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worked in the past.

hollow perch
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On which bone did you put your animator controller? Does it work in play mode?

magic coral
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child of the tail. it does not. says missing.

hollow perch
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That hierarchy looks wrong @magic coral . You need to edit all of them and delete everything from Armature/ up to and including Tail_1/

magic coral
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will try

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the right path?

slim sparrow
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No, the reference path

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It's currently referring to "Armature"

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But the tail's root has no object called "armature" in it

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The animation is made from the perspective of the avatar's main object

flat cipher
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Also opening the animation through notepad++ doesn't work unless unity serializes data as text instead of binary, from my experience. Need to change it in the project settings in that case

raw frost
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Is the weird Inventory tool you can use to map Meshes to appear on a Emote ( like dance) only able to hide /unhide One object at a time?

slim sparrow
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No, you can combine several such animations manually

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Xiexe's VRCInventory generator has "enable all" and "disable all" animations that get generated, but they don't work

fading solar
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is it possible to move your hand up from a gesture animation?

jaunty ridge
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@slim sparrow They do work, theres a bug when generating animations occasionally through scripts that prevent it from working though. If you regenerate the animations they will more than likely work.

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cough Thanks Unity.

slim sparrow
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I tried regenerating them several times

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¯_(ツ)_/¯

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Haven't tried in 2017 yet

viral talon
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@naive niche no, I made the animation on unity

naive niche
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photo ? perhaps im not understanding what its doing

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that was yesterday i forget the details now @viral talon

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so as i understand your object model scrambles even without the animation running, i would suggest it could be the FBX bases shape key is not aliened before import, to fix that if correct or to check that you can take it back to blender and reset the shape keys that are not aligned to the default bases key

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also if this is only when the animation is running it could be that the keys are stacking up not closing before the next key, if you have a shapekey overlaying other keys they can stackup fast making the object or model fragmented smashing all over

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it comes back to the original basis key issue again

viral talon
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wait I think I'm making it more confusing than it seems, I used to set the animation to legacy and they would work fine, however, after the update I no longer know how to activate an animation

naive niche
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this issue is common when someone changes or removes a vert after the bases key was set

viral talon
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even all the animations on my world are all screwed up, they don't move, they're like completely scrambled and static

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I've followed the pinned post but nothing seems to work

naive niche
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so this is not about a single object

viral talon
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in this case, I only want a object on my avatar, the world I already gave up

naive niche
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in the animation does it have any yellow missing frames

viral talon
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I don't think so

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I'll open unity just to check

naive niche
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just a min

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you disabled direct messages so i added you , i was going to send you a link

viral talon
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added

misty tiger
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does anyone know what the difference is between the RUNFWD and SPRINTFWD animations?

misty tiger
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ok so SPRINTFWD seems to do nothing, since i'm noticing no difference after overriding it with a T-Pose animation

spring nova
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I may be wrong, but I think sprint is for when a world sets your speed really high

misty tiger
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ah ok, i'll have to test that later then

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trying to put together a full sample animation set for overrides, so i'm doing a lot of testing with them

pliant plank
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Yep sprintfwd is for very high world speeds, i normally just use the same for runfwd since anything drastic could just mess every other locomotion animation up

misty tiger
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gotcha, thanks

rancid valley
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Does someone have a working prefab/way for unity 2017 to put Gameobjects into the world and make them stay in place with Fixedjoints?

slim sparrow
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@rancid valley just take a non-2017 world objects prefab

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Put an animator on the fixed joint object, turn on apply root motion, and give it any controller

rancid valley
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@slim sparrow Thank you a lot i will try it, this is litterally the only thing i really needed to know :3

sick cliff
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Hey everyone,
I would like some help with animations. I know this question has probably been asked many times before, but how would you make a hand gesture activate a multiple key frame animation? I couldn't find any good videos on it. Please help.

torn pawn
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enable game object that has the animator playing your desired animation @sick cliff

sick cliff
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Would I need to make an empty object to work as a toggle switch?

torn pawn
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with gesture you enable game object, it can be an existing prop or whatever else, add an animator on the object and animate the thing you want to

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then u enable the object and it will play the animation

sick cliff
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Thank you Yuumi.

clear yew
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Non humanoid bones can't be animated even for idle animations right?

slim sparrow
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They can for idle

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Just not for walk/run.

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Idle animation exists on two layers, and one of those layers can do anything

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The walking layer can only affect humanoid bones

clear yew
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I used to think that but for some reason my skirt bones and hair didn't work for some reason

spice urchin
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u can also use animator with multiple layers

clear yew
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Did used to know they don't work on locomotion tho

spice urchin
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and have multiple animations out of sync with eachother

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is nice for stuff like wagging and twitching

clear yew
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Will need to learn about Animator

spice urchin
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it pretty basic essentially

#

u put one in like the armature or something (not the avatar)

#

u then start making animations from armature like the stuff i mentioned

#

as separate clips if u want out of sync

#

and then in animator u need separate layers for each clip

clear yew
#

Will experiment

#

Thank you

spice urchin
#

ye, it will only add 1 animator no matter how many layers so its worth looking at

slim sparrow
#

Yeah, putting it on the armature and using layers is a good idea to keep the amount of animators low

clear yew
#

For animations that elevate or lowers a model they likely just make a gesture that raises or lowers the hip bone's Y position?

slim sparrow
#

That probably doesn't work

#

To raise/lower a model it has to not have lower body IK

#

Like no finger bones mapped

#

Or it's only done in walks

#

Or it's done via shader

clear yew
#

Might there be a way to animate the view point's position?

spice urchin
#

nop

#

u can elevate the character

#

just not the avatar/viewpoint

#

unless u abuse some sort of flight bug like with colliders

#

or have leg trackers and playspacemove up

clear yew
#

Ok

white current
#

how do you add a blink animation to a model?

hollow perch
#

You don't want to use the builtin vrc blick blend shapes?

white current
#

no its a specific blink animation i am using

hollow perch
#

Ok easiest thing is create an animation ir animation controller and drag it onto Body to control visemes.

#

If you put it on Body, You must press F2 and edit the path to be blank.

#

If it controls stuff in Armature instead you will need to copy them into their own animation and put it on Armature or somewhere inside it. You must not put an animator on your avatar object itself.

white current
#

thanks man

hushed bluff
#

so im using hand gestures templete it worked fine the first time i used to but now when i drag any hand gesture animation on to my model it gives me a body controller and i can't edit any animations any help to this ?

clear yew
#

@clear yew Sadly enough, any components, scripts or other assets that arent whitelisted in the SDK via the dev team cannot be uploaded to vrchat.

#

Oof, better make a request then.

hollow perch
#

For talking two options with current capabilities: if you want only visible reactions but depending on sound (ah, oh, ch) you can write a shader that uses blend shape information from the visemes. Alternatively you can use jawbone and attach some long object to the jawbone with particle systems on it and have them hit various colliders and subemit particles when your jaw hits certain spots

#

Those particle systems can have lights. The downside is you have to use jawbone instead of viseme so the fidelity of your mouth movements will be slightly less but with good weight painting you can probably get it working ok

clear yew
hollow perch
#

@clear yew I think it is unlikely they will add those components much less add them for avatar use, so we need to consider simpler options. But the current viseme overrides are way too weak. An animator stare machine or similar might be closer to what we need. There definitely ought to be a canny for this

#

For emission / color or global properties you can use a shader approach with visemes: you can achieve this by tagging some vertices with a specific vertex color indicating which blendshape they are for. Then you have a shader pass which draws to specific pixels of the alpha channel on the screen, and a GrabPass that picks up the screen. Then you can access that pixel of the alpha buffer of _GrabTexture in your normal rendering pass instead of the uniforms for emission and color. Unfortunately the details are fairly complicated (and it has slight performance impact, as much as any GrabPass shader), so you need shader coding experience but feel free to DM me if you want to go this route.

A similar route which I only recently considered (theoretical only; never tested) is to make an editor script convert your whole mesh to quads but actually just the 3 triangle vertices and attach the fourth vertex of each quad to a vertex on your Hips (root bone) at 0,0,0 attached to your visemes. Then a geometry shader takes the 4 input quad points, uses only the first 3 as a triangle and the fourth is used as an rgb color or whatever you want that is directly affected by visemes.

@clear yew that's as much as I can come up with without help from the devs. I really wish this were simpler: every approach for such a simple effect requires a contortionist level of bending backwards inside out.

clear yew
#

Yeah, reaktor seems like nothing compared to that xD The main issue is that it seems like not many people have tried asking about this stuff online so the hard part was finding any documentation for it. I might try that if I can work up the motivation to go through it, would it have the same effect because I was thinking I could possibly just make a separate mesh with a different material and then have them scale up and down but I feel like the inbetween animation through visemes would make look really weird.

hollow perch
#

I just think the devs are careful adding extra scripts, especially for avatars given the number of things that can be exploited. For example VRIK had a subtle feature that actually combined with something else allowed avatars to steal your login cookies via a webpanel

clear yew
#

Huh, I'll send an email and see what they say but it's understandable if they're cautious about it.

hollow perch
#

They already have audio reactive possibilities, just they are attached to blendshapes instead of animator parameters which would let you do just about anything including controlling emission shader parameter

clear yew
#

Yeah doing it in the animator would be waaaaay easier.

hollow perch
#

I do think they are interested in interactive stuff so they might, who knows. But we're having a hard enough time getting a simple 10 line community written script (Graphics.Blit) or the real time clock shader variables added.

Might be able to make an argument for a world so you can more easily have effects like the reactive lighting in the halloween pug. Is this the one? https://github.com/unity3d-jp/unitychan-crs/blob/master/Assets/Reaktion/Reaktor/Reaktor.cs

#

That demo was pretty awesome. I vividly remember that: it was one of the first things I saw in vr albeit on my crappy google cardboard

clear yew
hollow perch
#

That's the same author

clear yew
#

Yeah

#

Luckily they had a test scene which showed off material changing with it so it was pretty easy to reverse engineer that for what I needed.

hollow perch
#

Anyway don't get your hopes up. If you want to experiment you might be able to do some stuff with onsp in a world or make an avatar which has simple geometry like a cube and reacts to audio by attaching visemes to every point in the cube and using frac(v.vertex) to access the blendshape values

#

A cube lets you do this easily because you know your vertices are at integer values so anything fractional is caused by blendshapes

#

A world demo might make it more compelling to the devs why they should add this capability

clear yew
hollow perch
#

If you want it with music you can use that script in editor and use an animation recorder to bake the material properties into an animation that you put on your avatar together with music. That's probably what some people do.... but being able to do it live would be a whole different story especially for people who perform music in vr

viral talon
#

guys, I'm trying to create an idle animation myself but the avatar keeps going to a default position

#

I believe I am then doing it wrong

misty tiger
#

are you trying to do it with the idle animation override or with an extra animator?

#

either way works, but both are different methods

viral talon
#

I honestly don«t know

#

I'm simply creating a new animation on the model

misty tiger
#

what part of your model do you want to animate?

viral talon
#

the armature I think

misty tiger
#

i mean like

viral talon
#

like, I move a part of the arm, when I try to move another body part it resets

misty tiger
#

are you trying to make a blinking animation, a tail wag, ...?

viral talon
#

no, I'm seriously trying to create some body movement

misty tiger
#

ah ok

#

are you trying to move the bones or are you using muscles?

#

because you need to use muscles

viral talon
#

oh that seems more complicated than I thought

misty tiger
#

there's an asset on the unity store called muscle animation editor, that'd probably help a lot

viral talon
#

is it paid?

misty tiger
#

yeah, it is

clear yew
#

does every animation need bones?

misty tiger
#

you could also search for "idle" on mixamo and find some example idle animations

#

@clear yew no, you can animate just about anything

clear yew
#

anytime i change an animation from "generic to humanoid", it comes up with an error, and then says it doesnt have the 15 bones

#

here im gonna copy and paste what i said in general chat

hollow perch
#

Ok so here's my guess

misty tiger
#

is the armature configured?

hollow perch
#

They are doing the trick of having a few generic copies of your avatar inside your avatar. The generic avatars are rigged as generic and each have one generic animation baked into their animator

#

And then your emote just hides your Body mesh and shows an avatar clone

#

With that animation on it

misty tiger
#

could be that too

hollow perch
clear yew
#

all my models are having the same issues

#

downloaded 8 different ones, even ones on trending

#

one is Shalltear bloodfallen

hollow perch
#

Right. All of them downloaded from the same place. Which is listed in #rules as being forbidden to discuss for a reason

#

If this is your first model it's not the best starting point

#

Anyway duplicate the fbx. Rig the duplicate as generic. Drag a few copies of it inside your normal model. Drag one of your animations into each one. Hide all of them. Then remove those animations from your override controller. Make a new override controller with animations that hide(uncheck) Body and show(check) one of your clones inside. Please watch a tutorial on doing this

clear yew
#

im just trying to learn basics, but i thought learning how to upload pre-made avatars would be a start, just to understand the process, then start making my own from scratch

misty tiger
#

where is that in the rules? i don't actually see a rule for that

hollow perch
#

the name of the site is forbidden 😃 true not the content

clear yew
#

which is why i didnt say the site, just saying i got all my avatars from the same place

hollow perch
#

But it tends to have stuff that is outdated and leads to unusual questions about stuff nobody knows who made it and how it is supposed to go together

misty tiger
#

no i mean like i don't see any rule about even mentioning the site

hollow perch
#

O interesting. Maybe it changed

misty tiger
#

i've only ever heard mods saying "don't talk about that site"

hollow perch
#

Anyway I told you how to get it working. Please try to understand what I wrote and if you get stuck watch some tutorials first to get the feel of things. Then you can try to ask more questions if you get stuck

clear yew
#

@hollow perch just found a tutorial on youtube with everything you just said

#

thanks for the help

#

alot more complicated than i anticipated but in due time ill understand it all

hollow perch
#

In due time yes. You basically jumped in the deep end into avatar making :-p

clear yew
#

better sooner than later i guess

austere dirge
#

my facial expressions all disappeared (no response when i click shift f1-f7) after I uploaded my model with same base model but new custom clothing (and shape keys, mesh, armature all same name as before still) and used the same animation_override file I used for my original monaca base model, is there an easy fix to make them work? bc still same base model? or can I only remake the animations individually in unity? arrggghh

clear yew
final gazelle
#

is there any way to mark a generic/legacy animation clip as humanoid if the original FBX it came from doesn't exist anymore, or can that only be done while the animation clip is still associated with a specific model?

clear yew
#

how do i edit textures with photoshop

clear yew
#

open the png in photoshop

clear yew
torn pawn
#

have them disabled by default

#

not disabling through animation

clear yew
torn pawn
#

u disable the effects

#

and enable them with seperate gesture, they get played only when the weapon is active, so u need to combine two gestures

clear yew
#

i think i figured it out thanks for the tip

spice urchin
#

then don't use it

#

that or put it on an animator

devout igloo
#

@clear yew I think you’ll have to look up some VRChat custom animation stuff

chilly pilot
#

Is there a way to disable a blinking animation on an avatar with a custom gesture? I’ve created a blinking animation on my avatar in Unity using the avatar’s facial bones, but I find that if I make a custom gesture that somehow changes the eyes, the avatar will still continue to blink as normal, IE if I make a gesture to close or squint my eyes, the avatar’s eyes continue to blink as if they’re all the way open, resulting in all sorts of weirdness.

hollow perch
#

@chilly pilot If you are doing blinking with an Animator on Body. You can use an animator behaviour enabled toggle to disable it. You can't make it without copy and paste fro someone else.

You can download this into your Assets and in the animation editor, press F2 and type Body to make it operate on the body's animator and copy and paste it into your gesture. https://gist.github.com/lyuma/0485f6191357eec03c7fd402768ffc75

fiery lark
#

Hey i wouldnt know if this be considered an animation but does any one have a tutorial to make 3d objects to particals so when i spawn a sphere it doenst follow my movement

left bobcat
#

Hi. I have a problem. I used to leave a sphere flying in world space and that did not follow me by using a gesture. Also the sphere respawned at my position when I used the gesture again. This was working because I used animator behavior that reset my sphere position when I turned the gesture off. But after the update people started saying that the sphere follows me. What is the problem? How to fix it?

chilly pilot
#

@hollow perch I’m using an animator on the head bone.

#

I made the blinking animation by animating the child bones attached to the head bone in Unity.

fiery lark
#

or is making a partical mesh render the way people make a sphere not turn

#

when you turn

#

and setting it to world simulation space

clear yew
#

How does one make an avatar able to fly with colliders?

hollow perch
clear yew
#

Thank you!

fiery lark
#

hey whats the diffrance between world and local simulation on particles

violet moss
#

Does Unity respect blender's armature modifier "conserve volume" ?

#

i guess a more accurate question would be does unity/vrchat use quaternions for rotation posing

ivory lagoon
#

how do you do the press and hold animation? 0:

#

where all you have to do is use the gesture once and it keeps it on till you press it again?

spice urchin
#

probably not

#

prob just uses local positional displacement

clear yew
#

Also, pardon this second question but there was an emote I saw on this one avatar called "Out of this world" and it's the dance that the Howard the Alien meme does. Does anyone know where I can find that? I don't wanna bug the avatar creator.

novel sable
#

I'm setting up my quadruped to have its own animations, but I don't know how to get the head to dynamically turn with the camera. I've been using generic rig setting to do my animation, but I can't find the option to make head a dynamic bone dependent on the position of the camera. I'm not sure if setting it up to be a humanoid rig would be a workaround, since the default animation would allow the head to turn with the camera, but I'm worried this will break my animations when I try to override the defaults.

spice urchin
#

u cannot move viewpoint or have a head camera on generic avatars

#

it only stay at 0 z unless u have like a shader that render target from camera

left bobcat
#

Hi. I have a problem. I used to leave a sphere flying in world space and that did not follow me by using a gesture. Also the sphere respawned at my position when I used the gesture again. This was working because I used animator behavior that reset my sphere position when I turned the gesture off. But after the update people started saying that the sphere follows me. What is the problem? How to fix it?

spring nova
#

I'm not entirely sure what you're saying your issue is, but I know of two things that might be related. For one, are you using a fixed joint?

torn pawn
#

@left bobcat on the fixed joint object add animator, apply root motion and put any controller into the animator

kindred oasis
#

Hey anybody know to apply proper particle physics that are simulated from an object's position but don't move around when moving the object?
Like Casing particles of a weapon, I tried using simulation space World but that screwed up the location of the particle emitter

clear yew
#

I want to make a gesture where my character pulls out a hairbrush to comb other's hair but am curious, does sound generally stay synchronized between players or is it common for it to desynchronize?

#

Am thinking I could make two gestures, one with the brush in hand and one with the brush + sound to switch between when I'm just holding it and when I'm actually brushing their hair

serene lava
#

@kindred oasis world particles are kinda weird right now, instead of parenting the particles under what you want it to follow, parent it under the avatar and put a fixed joint on it attached to what you want to attach to.

#

Atleast I think so, I've never done it but I've heard from others

topaz otter
#

So in a situation where the hand positioning is pretty messed up on an avatar with abnormal body shape, is there a simple and easy way to edit the idle pose in Unity? Or is that something I'll need to use Blender for?

kindred oasis
#

@serene lava thanks I will try that out.

@topaz otter you can create an Animation on your avatar and replace the default Idle animation with your custom idle animation inside the Animation Overwriter.

nocturne pasture
#

yo i have the "muscle animation editor" and i recently upgraded unity to 2017.4.15f1(64bit) and now muscle animation editor doesnt work, when i try to make an animation with it, it doesnt come up with the little yellow dots like it used to can anyone help?

slim sparrow
#

@nocturne pasture delete it and reimport it from the asset store

#

Should be the "Pavo Studio" folder

nocturne pasture
#

I've tried that and it still does the same thing

slim sparrow
#

Oh, you may have to go into the MAEditor tab, options, then show muscle handles

#

It only shows in record mode

nocturne pasture
#

i can try, but even when i put it in record mode they still won't appear

#

could it be because it doesnt aknowledge my models as "humanoid" ?

slim sparrow
#

If it says "no humanoid model selected" you might still be on an older version

#

There was a bug but they fixed it

nocturne pasture
#

likean older version of mae?

slim sparrow
#

Yeah

nocturne pasture
#

Anyway thanks for you help i think it should b fixed 😄

mighty stag
#

can someone help me with my avatar it has custom emotes with objects attached but i want to make them appear only on their animation but im not sure how

torn pawn
#

what do u mean by "on their animation"

mighty stag
#

they are in the emote tab

torn pawn
gentle cargo
#

Deactivate them on your avatar, and add on the animation "Object" GameObject is active.

spice urchin
#

i advise against using that system tho

#

it breaks prefab connection, creates too many animators, and etc

#

would recommend u just group all items together and have emotes that choose how long a single animator plays through a cycler

#

that or bind its cycling to a gesture

kindred oasis
#

Why do my animations keep looping (On gestures) even if the loop time is toggled off on the animation itself

torn pawn
#

gestures always loop

spice urchin
#

^ they always 1 frame long (or buggy if not true) and loop

kindred oasis
#

Well thats dumb...

spice urchin
#

sorta

#

they were originally designed 2 only be gestures

#

so the fact ppl did other stuff with it wasnt rlly on purpose

#

ig that y they not yet implemented any actual way 2 simplify dis stuff

kindred oasis
#

Well it's still annoying that VRChat doesn't work after normal unity things. Theres always something that alters it and then screws everything up

spice urchin
#

wym

#

as long as u understand ur constraints and how the game works

#

should be able 2 find workarounds

kindred oasis
#

Particles not emitting from their origin when set to world... animations looping when loop is off...

#

I can't find workarounds, I tried everything that I was able to logically puzzle together to a possible solution but nope.

#

Everythings gone trash

hollow perch
#

You need a fixed joint to the particle system. It's related to how IK works

kindred oasis
#

Well I tried that and that just makes it spawn at my feet

hollow perch
#

Animations may loop depending on how the animation controller is configured even if the animation clip has loop off

kindred oasis
#

Well if somebody would have some sort of tutorial ready that would be nice, but I already looked stuff up but no one is showing what I want to do

hollow perch
#

I think most of the particle system tutorials help with this. One thing to consider is you might need to subemit from a local particle system to a world particle instead of doing world directly

#

Also I think if you don't use fixed joints, they are scaled to 1 no matter what your avatar is set to. Often blender will export in centimeters so your armature scale is set as 100 and this might cause the particles to be 0.01 as far from the avatar origin as they should be (near your feet)

#

If you change the import settings you can get your armature scaled at 1 and maybe that will help

slim sparrow
#

Export with Apply Scalings set to FBX All in Blender

pseudo iris
#

anyone know how i would put dynamic bones onto a gun on my hip?

slim sparrow
#

@pseudo iris put the dynamic bone script on the gun that's on your hips. The gun has to be either a separate object or have its own bone.

#

Set the gun itself as root bone and give it some end offset. I recommend something like a small negative Y value

#

Then just mess with the values until you're satisfied. I recommend starting with damping 0.4 and inert 0.9

pseudo iris
#

for some reason that happens

#

thats without any end offset

brittle flicker
#

What are the actual names of the corresponding emote numbers that appear in Unity? I want to replace the "Wave" emote, but I'm not sure which number that one is.

#

Would it be EMOTE1 in the animator controller?

spice urchin
#

ordered left to right top to bottom

#

i think its also in the sample controller in sdk

#

if u can find imgs online should be able to see

pseudo iris
#

anyone that can "teach" me how to make sub emitters work

slim sparrow
#

Use burst emission

pseudo iris
#

cuz what i basiclly want is a smoke effect when bullets collide with the world

sharp pewter
#

How would I make an avatar scale upwards through a gesture animation?

zinc flicker
#

So I put a cube collider under my model and set it so that when I pull the trigger, the collider moves up into it. The problem I'm having is that it doesnt work. It forces my model back down when i toggle it. Only when I spam jump do i gain height and when I stop I am dragged back down. Trying to fly btw.

halcyon shoal
#

@atomic sparrow you'd have a tutorial to create a shaders

atomic sparrow
#

lol Bento

#

I’m no wizard

halcyon shoal
#

@atomic sparrow I'm fine, I'm just asking if you don't mind and I thank you.

atomic sparrow
#

Nope I don’t know anything about that black magic. I’m a worlds generalist

halcyon shoal
#

No worries, I thank you very much for your quick answer, you and great.

atomic sparrow
#

😅

halcyon shoal
#

but I agree it's black magic.

vital ibex
#

So I am trying to make a thing for my avatar where I have a "gun" type thing appear in one of my hands (which works), but then I press a button on top of it with my other hand to get it to fire. I set this up using the trigger option in the particles, and it works completely fine in unity, just not in VRChat. Does anybody have any ideas to help fix this, or need any more info about what I've done?

vital ibex
#

I found a workaround by just using a gesture on my other hand

hollow perch
#

@halcyon shoal if you are interested in making shaders but are not familiar with programming, I encourage you to try out Amplify (or if you don't wish to spend money, its free cousin Shader Forge from github) and take some example shaders (for example imbender has some great effects made in shader forge) or try building your own.
If you do know programming or are good with math or linear algebra, shaders are actually pretty easy to read and you can play with making small tweaks to existing shaders as a way to get started.

You're not going to find a complete tutorial but you can search for hlsl tutorials online if you want. I think the best way is learning by doing. And feel free to ask specific questions in #shaders after you try something if you get stuck.

spice urchin
#

shaderlab has basic ones

cold matrix
#

Im trying to figure out a way to alternate hairstyles that I have as part of one model. I figure i would need to setup an animation for switching the individual hairstyles and have them assigned to hand gestures, but how would I get one of the hairstyles to be a default and disappear when another hairstyle gesture is played. Is there a trigger or something that I should be using for this?
or would it be better to go back and redo the model to have the hair as separate parts and toggle them using a gesture?

devout igloo
#

I’m getting this weird bug where changing from one gesture to another without returning to an open hand makes my hand stop animating for a moment then slowly slide back open

#

Any idea what causes this?

hollow perch
#

it means one of your gesture overrides has keyframes after 0:01. All hand gestures must have identical overrides at 0:00 and 0:01 and nothing else @devout igloo

clear yew
#

out of personal curiousity, is there a way to have a animation/gesture set so that it can change the colors on an avatar?

clear yew
#

if so any ideas? cause the only way i would think its possible is to have a gesture hide your avatar and replace it with a re-color when the gesture is activated, or somehow have the gesture change the texture or shader of the avatar you are using.

hollow perch
#

yes, you can change material properties in a gesture - they are in Body -> Skinned Mesh Renderer -> Material.xxxx for example Material._Color

#

you can also do full material swaps by using Material Reference[0] [1] etc in Skinned Mesh Renderer though those are sudden rather than a smooth fade.

clear yew
#

yeah im going for a sudden change. also this might be a stupid question but i did a texture paint on a texture, where do i find that edited .png if it was done in blender?

cold matrix
#

ill try my question again with a more simplified version. Is there a way to get a blend shape to apply by default for a model then have it be altered by a gesture animation then return to the altered default value when the gesture is released?

torn pawn
#

make that as your new basis..?

slim sparrow
#

@cold matrix set the shape key to 100 in Unity

#

Then make an animation to set it to 0

#

Alternatively, set the shape key as new basis in Cats and you'll have a shape key to revert it

#

But the first method is easier

torn pawn
#

yeh, I agree

cold matrix
#

tks @torn pawn and @slim sparrow ill give them a try in a moment

warm delta
#

Hello everybody. I need a bit of help. I am in the making of 2 animation. 1# I want my wings to fold out fast but not like Instant. Need to be able to see it’s unfolding. And then when I’m done showing off. Thay fold back in slowly ish. And 2# I want the wings to fold out slowly and then fold in around for a hug. I am somewhat good at the Unity stuffs. But if anyone can point me to a tut somewhere? I’d be truly grateful

torn pawn
#

anything that's on your Fist will gradually transition from 0 to 100

warm delta
#

Yes I know. But I have seen it work slowly

torn pawn
#

well yes, you put it on your fist

#

could also try a system of two animators, which is bit more complex

warm delta
#

2 animators? Damm

#

This is some next level shit.

devout igloo
#

@warm delta people get around the one second animation limit by making it spawn an object or something with its own animator, which then triggers a new animation that’s longer than a second

#

At least that’s what I’ve heard way back when

pliant plank
#

Animated Object with Animator, the object is disabled on boot but enabled via gesture, gesture is the required lenght with both keyframes enabling the disabled object, on enabling the object the animator plays, disabling the object, the animator returns to default

#

That's about it in a nutshell

warm delta
#

Let me get this right. I use a gesture to trigger a longer animation. And when I then stop the gesture. It plays another animation?

#

So like to animations. One on the gesture start and one on the gesture stop??

slim sparrow
#

What exactly do you want to accomplish?

warm delta
#

Look further up. I explain what I want to doo

halcyon shoal
#

@hollow perch I thank you my dear friends

topaz otter
#

A bit of a situation here: I have an avatar with a snout, and up until last night the mouth was always open by default, even though the skeleton in t-pose had the mouth closed. However, last night I made an edit to VRCs idle animation to reposition the arms, whereupon I found out that my edited animation played through the animation override had the mouth closed; every other animation, like walk and crouch and such, still has it hanging open, even though I never touched the jaw bones in the idle animation. I'm not even sure if they're part of it.

#

So do I need to custom-animate every single action of my avatar in order to close the dang mouth?

surreal grove
#

merge jawbone to head? I don't need such things after i set up my visemes, you can also remove jawbone from the jawbone slot in the humanoid config window

slim sparrow
#

@topaz otter just don't assign the jaw bone unless you want your jaw to hang open or you need jaw flap

surreal grove
#

😎 👉 👉

topaz otter
#

Visemes are the voice-mouth anims, right? They're all set up fine but the problem persists

warm delta
#

👈👈😎

slim sparrow
#

Yeah, it will always persist while you have your jaw bone mapped. Just unassign it in the humanoid rig configuration.

topaz otter
#

Don't assign jaw to what, exactly?

surreal grove
#

don't assign the jaw bone

#

in the humanoid config window

slim sparrow
#

I can't really post screenshots here, but when you configure the humanoid rig, there is a slot for the jaw bone that you have to set to "none". It's in the Head section

topaz otter
#

I see. Will visemes will still utilize the jaw bone if it's unassigned?

surreal grove
#

lol hi @warm delta

warm delta
#

Hey @surreal grove

surreal grove
#

Yes, the visemes will work without the jaw bone assigned

topaz otter
#

Sick, thanks.

#

Unity is hard

surreal grove
#

blender harder lol

slim sparrow
#

Yeah

surreal grove
#

i rigged a leon re2 remake avatar last night

#

took me like 4 hours

topaz otter
#

Is blendy better for making animations from scratch than Unity?

slim sparrow
#

Oh, sweet

#

@topaz otter depends on the type of animation. Simple poses are easier in Unity. "Full" animations are far easier in Blender or other 3D modeling/animation software.

topaz otter
#

Or should I stick to learning the ins and "oh god why"s of unity

warm delta
#

I’m making a World Boss. For the next RO

slim sparrow
#

Like idle animations, walk/run cycles, those are easier in Blender by far

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Because you can set up so much IK and just have Unity import it

topaz otter
#

Yeah, adjusting the arm positions in unity took me ages, and then polishing the motion keyframe by keyframe to not look lifeless was aggravating

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I sorta feel like I'm only learning how to swim, yet diving into the 9 feet section of the pool lmao

surreal grove
#

I haven't dabbled in animations in unity or blender.

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Well perhaps a little in unity

topaz otter
#

Last night I tried to make a new crouch pose, so I spent the better part of an hour posing my avatar, and then hit "record" for a new animation... Only to have the pose entirely reset when it initated recording

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I just turned it off and went to bed at that point

slim sparrow
#

Oh yeah, you were probably rotating the bones directly

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That doesn't work on humanoids within Unity

topaz otter
#

Are you serious?

slim sparrow
#

You should do that in Blender instead or use Muscle Animation Editor

topaz otter
#

Foop.

slim sparrow
#

Humanoid avatars use Unity's muscle system, which means they don't have stuff like "rotate left leg bone X degrees". Instead, you work with properties like "Left Upper Leg Forward/Back"

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Or "Left lower leg stretch"

#

This makes animations interchangeable between different models

topaz otter
#

Yeah, I was moving those names but I thought they were just bones

slim sparrow
#

It also means you cannot directly move, rotate or scale any bones defined in the humanoid rig

paper glade
#

Make sure to not rig your gun bones to your ring finger

slim sparrow
#

You should pick up muscle animation editor or do it in Blender instead. In either case you'll end up with a Unity-compatible humanoid animation

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@paper glade lmao

topaz otter
#

But I wasn't in muscle editor so perhaps I need to just re-do it now that I'm not sleep deprived

#

Ty for the pointers

slim sparrow
#

You can also do it without Muscle Animation Editor, but that involves adding a ton of properties

#

Add Property->Animator->Root T for example

topaz otter
#

Man, I'm not smart enough for this stuff

#

Closest I've got to this is SolidWorks

vital musk
#

I'm trying to make a robot avatar, it's supposed to have a cog on his head that spins constantly regardless of emotes or other animations

#

How to do I about doing that?

#

I've tried giving it a bone and rotating that in its own emote, but unity just deforms it into a ball when it rotates

surreal grove
#

Sounds like the weighting on it is off

#

does the headbone have influence over the cog as well as the bone you created?

torn pawn
#

assign the cog to a bone and put animator ont he bone, or add rotation in the idle

vital musk
#

@surreal grove Yes, it's painted to the head so that it follows when the head moves, @torn pawn unity's animator doesn't have an option to rotate the bone in the animation creator

torn pawn
#

no u assign it to a different bone other than head

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put animator on that bone, press record and make it rotate 360deg

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then make both curves linear

vital musk
#

It's also painted to its own bone which is parented by the head bone

surreal grove
#

if the bone you created is parented to the head bone, remove the weighting from the cog

torn pawn
#

then u remove the paint from head, it will shrink cuz the weights are fighting

vital musk
#

so remove weight paint from the cog for the head bone, but not the cog bone?

surreal grove
#

yup

vital musk
#

I'll try that, thanks both

#

it still deforms kind of weirdly

#

trying to record a rotation around the Z axis gets a load of other rotation too

torn pawn
#

you need to remove the weight form every other bone except the cog bone

vital musk
#

I thought I did that, will double check

torn pawn
#

easiest way is to seperate it, remove all vertex groups and create new vertex group, name it the same name as the bone is

#

and then assign

vital musk
#

Ah I'd separated it from the joined mesh before and it was still in the spine, neck and head vertex groups even if the bone wasn't weighted

#

going through them now

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well, it stopped deforming

#

now it just won't rotate the correct way no matter what I do

torn pawn
#

change to local axis, and be sure the bone is positioned correctly in themiddle of mesh

#

can select inner loop ring, then shift+S>cursor to selection, then select head or tail of the bone, shift+S>selection to cursor

#

and do same for upper/lower loop

#

so the bone is centered

vital musk
#

does this work if I put the cog as a separate mesh, or should I join it back with the body?

#

when I select local and try to set the cursor to the cog, the cursor gets stuck down near the global origin

vital musk
#

well, at least one of the items is working properly

#

thanks for the help

devout igloo
#

@hollow perch I just checked my gesture overrides, and the only keyframes are 0:00 and 0:01, and they're all the same

#

And I've still got that weird bug with slow-mo gestures

slim sparrow
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@devout igloo post screenshots of your animation window

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For all your gestures ideally

devout igloo
#

Those are my only two

#

Does it have anything to do with changing a material property in the fist animation, instead of just bone positions?

verbal bone
#

alv

devout igloo
#

alv?

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@slim sparrow oh if you didn't realize ^

slim sparrow
#

Well if it's on fist it could be slightly buggy so check that first, try another gesture

#

Other than that it seems fine

clear yew
#

the first/open hand gesture is not a 'switch', it's gradually controlled by the trigger

#

if you make squeeze it slowly the 1 frame animation will play very slowly

#

all the other gestures don't have this

slim sparrow
#

It also gets stuck at like 5% when you release it

devout igloo
#

alright 🤔

vital musk
#

I've finally got the animation working, but since it's set as the idle animation and doesn't touch the avatar animator I keep falling through the floor

#

there's an idle animation 1 frame long in the SDK example folder, should I copy those keyframes to my idle animation (only moves the cog on the head around) or use the unity animator to transition between the example idle and mine?

#

I've checked blender and the feet are on the ground

devout igloo
#

Yeah it's probably best to add the changes you added from your custom animation to a duplicate of the default animation you're replacing

#

So it's all just missing?

#

oih wiat

#

I never set her rig to humanoid

devout igloo
#

@slim sparrow I set it to a gesture other than the fist and it still happens T.T

#

I swear it doesn't like changing opacity

#

FWIW I'm also doing it on Nonoe's toon

celest trout
#

Is there a guide on how to get vpd dance files working for translated models?

#

The only way I know for mmd dances to work is to have an non-fixed, non-translated pmd avatar so the animation will port fine.

topaz otter
#

Is there a way to crop an animation?

slim sparrow
#

Just open the animation in Unity and delete the keyframes you don't want

topaz otter
#

So if I delete all the keyframes on a certain timestamp, then it will shorten the anim?

slim sparrow
#

Yeah, just delete the last X keyframes

topaz otter
#

Aight cool

#

I've been trying to highlight it and press Delete like an audio file in Audacity

#

A few more questions

#

I've overridden the idle animation for my avatar using an edited idle from the example assets. Unfortunately this has turned the avatar 90 degrees and displaced it from the origin point. How do I shift it back?

#

Just moving the avatar keeps jolting it back out of place the moment the animation starts.

limpid belfry
#

Sorry to interrupt your questions. I have a friend who's trying to animate a model they made and I can't figure it out and they can't figure it out and 5 other people can't figure it out, but for whatever reason, whenever he's trying to animate the hand on his model, the thumb resets itself to the default pose. He's tried animating it in blender and unity and the animation is fine in blender, but unity just won't let him animate it and at this point he's tried different unity versions and fresh projects and several new animation files and nothing is working for him

hollow perch
#

Is your animation using bones in Armature or the Animator.Left Something or Animator.Root Q type properties? Is your character rig humanoid or generic

limpid belfry
#

The character and rig are humanoid, but the animation only works if it's set to generic. No matter how he goes about animating it, it wants to reset it to the default rotations

hollow perch
#

Generic animation does not work with humanoid rig, period.

#

If it's a dance emote you can duplicate your humanoid fbx and rig it as generic, stick it inside your avatar and put the generic animation on it, and unhide it / hide your body mesh to do a dance

limpid belfry
#

That's not what he's doing. He's animating it as a humanoid. It's just a hand pose is all he's doing.

idle junco
#

Hi, So I'm having a problem where yesterday I stopped working on my animation because it was late at night and did build and publish to check it in game and now today I'm trying to edit the animation and it works in unity but its still the one from yesterday in vrchat. I've tried changing the controller, the name of my avatar, deselecting and reselecting the controller in my avatar, & many other things but I cant get it to work. Help would be appreciated thanks!

sick shard
#

Did you try copying your animation and test it out on another model ?

idle junco
#

The Animation is specifically for that avatar.

nocturne pasture
#

so, i recently met a guy with an avatar thatput pngs of damage taken on my screen because he hit me with a sword, but the pngs like stuck to my screen if i moved my camera, how does one do that?

spice urchin
#

screenspace shaders

nocturne pasture
#

oh, but isnt it like a bannable offense?

spice urchin
#

no

#

theres something called trolling and theres something called showcasing/having fun

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if its not trolling or u don't mind it then its not like u need 2 report them 4 no reason

nocturne pasture
#

Ah makes sense

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which shader though? noenoe?

spice urchin
#

no

#

u can write ur own shader or just base it off anothee

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probably already existing ones or examples online

marsh ember
#

Does anyone has an example button prefab for me or can show/explain me how to do a soundboard like this https://www.youtube.com/watch?v=6GHR1ufi2P4&t=120
Is it even possible right now? because there is no trigger or scripts etc. whitelisted on avatars

spice urchin
#

you can make it with an object in the world, with gesture triggers, etc

#

also it was uploaded 4 days ago

hollow perch
#

It's possible to do through particle system colliders. Search this discord for stop action and you will find a short post by me and one by phase

spice urchin
#

and that as well

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i was thinking of using that for a browsable menu for the avatar

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with like clothing choices u can wear and etc

spring nova
#

Yeah, an actual menu for changing stuff is super complex. Sound effects are actually super easy though because you don't have to toggle them on and off and keep track of the state, you just pulse it off and when it gets re-enabled, the sound will play on wake

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The basic idea behind turning particle collisions into animators is taking advantage of how stop actions disable the object when the particle dies. It's difficult to turn it around and enable a gameobject instead, but the nature of refreshing the object in order to use it's play on wake function is very easy

spice urchin
#

how would u make it for example click an item on a menu

spring nova
#

If all you wanted was to click a button, you'd make an animation for clicking that button and set it up so that when the gameobject gets enabled, it plays that animation once without looping. Then put the particle anywhere above it in the hierarchy and make it do stop action when it dies, with an animator that constantly re-enables it. So when it dies, it disables, then re-enables, then the button plays it's animation on wake.

#

Getting that button to actually do stuff like toggling is where it gets complex, and I haven't really dived into that yet. I assume how it would work in principle, but actually building it is sort of a different story

spice urchin
#

how to make the animation modify button tho

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or like above kno which sound

hollow perch
#

also it plays when you release the particle from the collision instead of when you press it. probably so many ways this could be improved. it's quite sloppy

spice urchin
#

yea but thats only 1 sound

hollow perch
#

make 50 copies

spice urchin
#

what if u wanted multiple like soundboard

#

yea but what if u wanted to click each individually

hollow perch
#

I put one on each foot and a different sound file on each for example

spice urchin
#

yea but its not 2 feet

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it one finger

hollow perch
#

maybe you can do it make them small and collide with UIMenu and make a UIMenu collider on your hand. and again make the collider really small

spring nova
#

if you want to use a trigger collider (which you pretty much have to in order for it to not mess with your movement) then the particles cannot collide physically, so you have to use particle triggers instead which are based on telling it a specific collider, not a layer

hollow perch
#

ah right - that makes so much more sense

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and then you can do an outside trigger so you can make it fire when you touch it instead of on release

spice urchin
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where u set that

hollow perch
#

I did it the way I did it because I wanted to collide with the world

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Turn off the Colliders module in the particle system and turn on Triggers instead

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and set Kill outside I think

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enter and exit don't really work right so shouldn't matter

spice urchin
#

then does that do stop action

hollow perch
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well that trigger or collider will run kill. the kill will trigger the stopaction

spring nova
#

anything that kills the particle will do stop action

spice urchin
#

and if so do i just have the particles and everything always enabled but disable the colliders when not using it

spring nova
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as long as it's not looping and that's the last particle

spice urchin
#

and how do i make the sounds not just spam all at once when avatar loads

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cuz they all gona be enabled under the particle

#

otherwise how it gona play when particle die

hollow perch
#

One way you put a separate animation somewhere in your avatar heirarchy that doesn't get disabled and turns on Play on Awake on your sounds. and upload the avatar with Play on Awake turned off

spring nova
#

Allow the sounds to play, but have a separate animator that sets all of their volume to 0 during that time period

spice urchin
#

o ok

hollow perch
#

well if you do that it will cut out all the voices in the room

spring nova
#

ooh you can enable the object then enable play on wake? That's much better

spice urchin
#

so for example u would do this:

#

u have sound inside each particle system

#

and volume is 0

#

when enable soundboard the volumes are 1

#

when trigger is hit it resets the particle and it plays sound

hollow perch
#

again I would do Play on Awake as a second trigger

#

as that's much friendlier to cpu

#

though unity might optimize volume=0

spice urchin
#

ok

spring nova
#

yes, I was just spit balling on the volume thing. 100% do the play on wake thing

spice urchin
#

so that the process

#

other than the animator making them loop enabled

#

right

hollow perch
#

I used the play on awake + enabled trick to do a (local/unsynced) sound randomizer. I have an avatar with 30 sounds on it and an animator switches around the Play on Awake every frame, then the gesture toggles all of them on.

spice urchin
#

ok

hollow perch
#

something like that. it's a lot of trial and error. I won't claim to understand it all really

spice urchin
#

can u do stuff with particle colliders like shoving people

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bc the guns in the vrhome for example

#

those can fling people around

hollow perch
#

you can do some stuff with chairs

spice urchin
#

and i was wondering if u could blast someone out of existence

hollow perch
#

I made some mistakes with my animations and started picking up people halfway across the world

spice urchin
#

not as a troll but as a "wanna see something cool" lol

hollow perch
#

but it's dangerous and they have to be pressing the trigger to actually get in the chair

#

so they would have to cooperate

spice urchin
#

yea but can u not do what the laser guns do

spring nova
#

no, any colliders you make will be on the playerlocal layer and able to affect you, but for everyone else they will see it on the player layer. And player does not collide with playerlocal, so there is no way to fling other players

spice urchin
#

kk

hollow perch
#

it's a good thing avatars cannot collide with each other.

If you want this experience, maybe it would be possible to make worlds that attach objects to each avatars that do allow collisions for fun

spice urchin
#

i was thinking bc like

spring nova
#

other than letting them sit in a station then doing somthing to them, but that is of course voluntary and you have to click it

spice urchin
#

one of my avatars has this laser beam

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and i was gonna make it push objects away

#

and stuff of the sort

#

as well as u kno kablooming players into space

spring nova
#

you can definitely make it push stuff, like pickups in the world if they're not kinematic

spice urchin
#

but yea ok i c

hollow perch
#

this stuff can easily get borderline obnoxious and get people to block you

spice urchin
#

yea no ik

#

but its not meant to troll

hollow perch
#

oh yeah that's true. I stuck a huge plane under my avatar once to experiment with flying and every time I jump like all the objects in the world bounce around

spice urchin
#

i was also going to do something similar

#

where i had "telekinetic" particle

#

so i would pick up some prop so i owned its physics

#

and be like i can knock this down with the power of vrchat

#

and just knock it over from like a mile away

#

but i did it with a object in the world instead of my avatar

spring nova
#

yes, you can do that with avatar particles. 2017 allows you to add force to collision

spice urchin
#

i tried to do it in 2017 with a flame throwing avatar

#

but it would not work in game, applied no forces

#

in unity it could push anything

hollow perch
#

oh fascinating

spring nova
#

what type of things were you trying to push? and did they even collide in the first place?

spice urchin
#

also some noob managed to abuse it i think in a soccer game thing for vrchat

#

they would launch the ball straight into the goal

#

and ya just typical props like cubes or whatever u can stand on

hollow perch
#

can you customize collision force? could you use that to have particles with variable damage for a shooting simulation?

spice urchin
#

they don't do dmg

#

they just apply force based on velocity apparently

#

its like some multiplier

spring nova
#

you can customize a lot about the force. It can be tied to the speed or size of the particle with a modifier value for each

spice urchin
#

of particleVelBeforeImpact * multiplier

spring nova
#

but there's no way to (cleanly) detect exactly what that amount of force is

#

There are other ways to detect variable damage though

spice urchin
#

🐾

hollow perch
#

make a joint system with the object you are aiming at and a ball, and attach the ball to that ui slider prefab

#

and depending on how hard you hit it the ball will slide further

#

ah probably better ways yes

#

I'm thinking like those hammer ball games you see at fairs

spring nova
#

the ui slider is not as ideal as you might think. It requires very specific conditions, not just fling around and measure the distance

spice urchin
#

i kinda wish throwing was more accurate tho

spring nova
#

it's possible it could work, but yeah, better ways

spice urchin
#

throwing on desktop means hercules level of arm power

#

but in vr its kinda hard to throw if ur smal and its not accurate enough to the throwing motion performed

hollow perch
#

well if you had a particle thing you can aim much more precisely

spice urchin
#

stuff like that knuckles demo for steamvr addresses the throw accuracy

#

so its probably just bad way of calculating it

#

cuz sometimes i will like throw something forward and it falls flat or goes somewhere else

#

granted u can learn to throw in vr but u could just throw like irl instead

marsh ember
#

Ok ty guys for all the help, i am not that familiar with particle systems so i just watched Phasedragons tutorial on particle triggers. Can't i just put like 10 of this things he showed in my hand and make multiple cubes as triggers. So for every 10 systems i put in a different cube as trigger, so it get's only activated if i am in the correct cube. That would work like a particle menu, but how can i play sounds instead of activating particle systems? I have to look at your prefab @hollow perch maybe i get it to work

hollow perch
#

yeah take my prefab and turn off collider module and turn on trigger module instead in the Particle Sysrtem (edits)

spice urchin
#

and enable the colliders when enabling soundboard

#

and set to only use the collider for that button

hollow perch
#

and delete the fixed joint and rigid body from it if you're not using itdirectly in a hand (you can do that fixed joint thing on the overall menu object instead to avoid having too many rigid bodies)

spice urchin
#

u can use local space particles no?

spring nova
#

yup

hollow perch
#

mine are local space yes

spice urchin
#

wat de fixed joints for

hollow perch
#

it didn't work without them. something about IK

spice urchin
#

o

hollow perch
#

it rendered fine but collisions didn't happen

spice urchin
#

ima experiment wit dis stuf soon

#

not on pc

hollow perch
#

make sure to attach the fixed joint to something else. the prefab broke it and set it to None which will lock them to world, not what you want

spice urchin
#

ima make my own vers of soundboard first to test then try messing with the force and other things that can do

#

is there some sort of animator precidence

#

also i have a question

#

if there are sub emitters do they also get disabled on stop action

hollow perch
#

you mean if two animators touch the same thing? does the outer one fire or inner one

spice urchin
#

even if not a parent of system

spring nova
#

no, only the gameobject with the stop action

spice urchin
#

and no i mean if u have 1 animator then another runs after

hollow perch
#

the sub emitters will not die when their last particle gets killed. I think their lifecycle is tied to the topmost particle system

spice urchin
#

changing same properties

hollow perch
#

I think Wulfe meant if you make a particle system and make a subemitter in a different subtree, can you attach a stop action to that subemitter?

spice urchin
#

no

#

if u make stop action on main system

#

if it will also kill the sub emitter

#

or u put a sub emitter stop action

#

bc then what u could do is re organize

hollow perch
#

I think possibly the main system might not stop until the subemitter is done

spice urchin
#

u could have sub emitter in other places

hollow perch
#

it's interesting though. maybe you can use that to propagate object disables outside of an animator heirarchy

spice urchin
#

to trigger things in other parents without rigibodies

hollow perch
#

only thing I tried was parent particle system running, subemitter with 0 active particles, looping turned off, and after the sub particle died, stop action on the sub particle system does not fire

#

but there are lots of other things to test. you'll have to try stuff

spice urchin
#

ye

#

how ppl do a gun that fires only 1 time per activation but does not delete itself when disabled again?

#

the particle that is

spring nova
#

enable a dummy particle, which only lives for a moment then subemits your real projectile, but bring the real projectile outside the hierarchy of the dummy particle

spice urchin
#

ok

#

do i set max particle to 1 of the sub emitter

spring nova
#

no

spice urchin
#

or do i just activate and deactivate the main system

spring nova
#

yep

spice urchin
#

non looping right

#

and on birth sub emitter

spring nova
#

yep

spice urchin
#

k

#

thx

spring nova
#

and play on wake off for the subemitter

spice urchin
#

wait i have a really cool idea if this work

#

u can have some random song generator or something that will generate by inactivating and activating subemitters in sequences

#

and they would just bounce back and forth and varying speed from animator

#

also is the beat saber avatar thing done with particle triggers or just sub emitters on death

torn pawn
#

does any1 know what's the issue with local particles being culled unless looking at certain angle (I assume hips must be in viewpoint), is it just VRC screwing up bounding box or?

tidal elm
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Hello there, i wanted to make an animation with some text mesh for an avatar but i saw a little late that it is whitelisted for world but not for avatar, and now i wonder what is the best alternative with the whitelisted stuff, some particle with text texture or something else?

covert girder
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@tidal elm you can create a plane mesh with a text+cutout shader, merge with model mesh and resize via shape key to hide/enable 🤔 or a quad with a text texture inside of bone in unity

shy jungle
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yesterday i tried to do an animation but it wouldn't register the rotations i gave the avatar(yes i added the rotation to the components), i didn't really figure it out as i was too much angry to continue...

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do i also have to add position even tho im only lowering an arm using rotation?...

slim sparrow
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@shy jungle you cannot rotate humanoid rigged bones

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You need to use the Animator properties like Lower Arm Stretch etc

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Either make the animation beforehand in Blender or use Muscle Animation Editor

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You can also add each property manually but I don't recommend that

shy jungle
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thats what i did, i added each property manually...

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its just enraging vrcfrown

clear yew
covert girder
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you need to remove the script for auto creation anim for the pen from your model

halcyon shale
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is there any possibility that someone can help me making animation to my model? i mean i do everything on tutorial by parts of body dont want to stay changed on keys. ps. i made that object can appear and disappear

clear yew
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where do i find that script?

covert girder
clear yew
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the prefab in the marker folder i deleted and still got the same error

covert girder
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@clear yew you need to remove it from your avatar, project files are not uploads with avatar

clear yew
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i did. i guess ill just try restarting and see if that works

sharp pewter
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I have two different hand gestures. One is a sword, and the other is an axe. If I have one out, and then I switch to the other, the other appears, but the last one doesn't disappear for a few seconds. Anyone know what I'm doing wrong?

clear yew
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i have a similar problem, i pull out a spray can with one gesture and then spray paint with another gesture but sometimes the paint particles dont come out, or at least not immediately

worldly star
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So I'm trying to have a permanent tail animation. My previous method of making it looping legacy no longer works in-game. However it works perfectly in Unity, how can I fix it?

covert girder
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@worldly star Animation component are not whitelisted anymore, you need to add 2nd Animator to armature inside and use not legacy but generic animation 🤔 from Entry and marked as loop, its kinda same process as before but with animator that more powerful and reducing "performance stats" due to two animators )

worldly star
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Welp.

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Yeah, now it's not working at all. :/

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The tail is fine, it was working perfectly with the animation component.

hollow perch
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Did you edit the animation paths to remove the Armature/ bit from each one? And it's not legacy? You should be able to test in play mode

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New animators work just as well. Check pins in this group

covert girder
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animation component is not whitelisted, change tail animation type from legacy to standard, put inside of box transited from Entry

spice urchin
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@hollow perch actually is there any way to do the reverse of what i said

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instead of me clicking a button / panel with particles

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if the button would emit particles and people could click them themselves

hollow perch
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If you are ok with being local you can set it to collide with UIMenu and people can activate it with the corner of their hand menu

spice urchin
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could make the buttons on my avatar pushable

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do hands not automatically have trigger colliders

worldly star
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@hollow perch Okay what do you mean by removing the armature bits from each part? I'm copying the old animation to a new one.

spice urchin
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in ragdoll games at least

hollow perch
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Or make it collide with PlayerLocal and anybody with those touch your ears/tail collider hands can do it

spice urchin
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hmmm

hollow perch
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@worldly star if you put the Animator component on the armature, and you go to edit the animation on it, you should see if your keyframes turn yellow

spice urchin
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to make the pressing part would i have like a copy of the mesh or what

hollow perch
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If they are yellow it's because the path is wrong. Most likely it's designed to work from outside the armature so you have to press F2 to edit the keyframes and remove Armature/

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Watch the tutorial in pins. I think it will do a better job of explaining the process than I'm doing

worldly star
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They are blue.

spice urchin
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u can also triple click

covert girder
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you can edit bones pathes of keys via text editor of .anim file 🤔

spice urchin
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why its a triple click i have no idea

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i was literally clicking and double clicking for the longest time until i found out lmao

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like the only app ive ever used with a triple click

hollow perch
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My hands never had colliders. Gotta add them I think

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handheld menu does.

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Some visual effects can be done in shaders and those don't need colliders to work, just depth testing

spice urchin
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the camera does also

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ive placed things on top of the camera before

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its rlly weird

hollow perch
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Ah true

worldly star
spice urchin
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did u

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  1. put animator in armature
  2. make sure all those are working in unity
  3. open the animator tab and make sure its correct
  4. set animation to looping
hollow perch
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You must not apply any animator to your main avatar animator outside armature. That one must say None (Runtime Animation Controller)

spice urchin
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yea in armature or any descendent of avatar

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commonly armature bc u can have several animation layers

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but also sometimes in the meshes for blend shapes

worldly star
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Okay I'm not understanding what you guys are saying. I'm used to making an animation, turning it into legacy looping and putting it on the animation component. So... The animation works when I play it from the animation window, but doesn't work outside of it with the controller on the duplicate model.

spice urchin
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u do not use legacy

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u use generic

worldly star
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I know, I've been told this three times now...

spice urchin
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and u also need to make sure the animator is set up correctly

worldly star
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I don't know how to make it generic...

spice urchin
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make a new animation

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and copy the keyframes

worldly star
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Already did.

spice urchin
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also again make sure that in the actual animator its something like

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[Entry] -> [MyAnimation]

worldly star
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?

worldly star
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My god they made making an animation so difficult.

spice urchin
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it isnt that complicated really

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u just copy the model

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drag in animation u made or press to create one

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do whatever stuff u want

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make sure its right then put the animator on the original

worldly star
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I'm sorry would you be willing to help me while I screen share on discord or something, if it's not too much trouble...?

spice urchin
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  1. duplicate original model
  2. create new animation clip
  3. drag clip into duplicate armature or whatever to animate
  4. make ur keyframes
  5. test
  6. make sure animation loops
  7. drag the animation controller it generated onto original of #3
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to make multiple idling animations for bones:

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  1. ...
  2. Click the tab with the animation name in Animation tab
    3.25) Press to create a clip
    3.5) Name and store clip
    3.75) Check animator window and place it in its own animation layer (WITH 100% WEIGHT)
  3. ...
hollow perch
worldly star
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@spice urchin Thank you, it's working now.
No, I didn't.

spice urchin
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yw

pseudo iris
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ok, for some reason people cant see my sword on my back

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i can see it but they cant

clear yew
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object sync?

pseudo iris
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huh

rough lark
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If I wanted to add an animated object to my model, say a fire. How would I go about doing that?

brittle flicker
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Is there a way to change the jump animation?

hollow perch
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@rough lark animated objects in the way you describe are often done using particle systems and shaders

brittle flicker
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Also, what's the difference between "SPRINTFWD" and "RUNFWD"?

slim sparrow
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Sprintfwd is used in worlds with very high walk speed @brittle flicker

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Whether walk, run or sprint is used depends on your actual speed

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So in fast worlds you'll always be sprinting on desktop

brittle flicker
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Ohh.

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Okay, so it's basically like "WALKFWD" but for worlds with faster movement.

hollow perch
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Or if you are riding a fast avatar with a chair/station

brittle flicker
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Would it be possible to have two models with separate animations in one avatar?

hollow perch
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You want predefined animations like dance emotes? That can be done by having multiple duplicates of your avatar's model with different animators on each one inside your avatar, all unchecked (inactive) and activated through a gesture or emote.

brittle flicker
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Not duplicates. I'm using two completely different models.

hollow perch
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Sure that also works just as well. No requirement to be the same. of course the more separate models, the more meshes and textures will get packaged with your avatar download

shy jungle
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i made an animation and added it to my animation override to replace fist, and it doesn't work...

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i added a flying animation for when im idle, go foward left and right, jump