#animation

1 messages · Page 101 of 1

gleaming pawn
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Is there any youtube tutorials because sometimes with out them I have an hard time

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For some reason I can't find any videos about emote looping

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But I will try to do as u say with the key frames I just gotta know how haha

noble mountain
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Find the animation itself

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click on the animator window and you will see the keyframes of the animation itself

gleaming pawn
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Oh I found it now I highlight it and copy iy

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It

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What do I do next do I add a key frame

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I tried copy and pasting but nothing happens

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@noble mountainfor some reason no one explains how to do it on youtube or google🤔

rain reef
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Its part of every animation tutorial

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all you have to do is copy the keyframes of the animation in the animation window

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go to the end

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and paste them

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then save it

gleaming pawn
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@rain reef oh thank u for replying back when i try to do that unity forze for a few sec

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and when it comes back to life nothing happens

rain reef
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Well i cant really tell you more

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its an absolute basic thing

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and thats literally all steps it takes

gleaming pawn
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yes im sorry im new to this

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do u have any video i can watch that will maybe help im not sure what im not wrong

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i tried doing it again unity freezes and after a few secs it comes back and nothing happens

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i highlight all of the key frames press control c to copy go to the end of the animation and press control v

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for some reason it doesnt do anything

cold matrix
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ive imported a animation from blender and have tested with my model, all works in the preview but in the viewport and with a animation controller the model does not have IK enabled, what do I need to change or add to enable IK on the feet and legs?

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from the quick googling that ive done, it seems that Final-IK on the asset store should fix my issue, but I would like to know some possible alternatives that dont involve spending $90

simple tinsel
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chibi Alucard?

hollow perch
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You do not need final ik for working with humanoid models. @cold matrix make sure your model is rigged as humanoid and make sure the animation you imported is a humanoid animation and you should be fine

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If not, you can prebake the ik by running it through blender and export it togerher with your model's fbx file. Unity can then convert the animation to humanoid

viral trout
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Hey uhh, I'm trying to make custom blinking animations for a model, but its now showing up n VRChat, could anybody help me?

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I tried following this tutorial and still nothing.

hollow perch
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That tutorial is a year old unfortunately and not for this version of unity...but you can check the video pinned in #animation how to convert your legacy animations

covert girder
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now you need to use Animator component on Body mesh and animation not marked as legacy for that
because Animation component is not white listed anymore

viral trout
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Hm, I see

west vortex
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i'm still really new with unity animation systems but i experiment alot

spice urchin
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@west vortex use particles if u want it 2 throw and stick

west vortex
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the idea is to throw the scythe and have it go far, and explode

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then come back and catch it

worldly star
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How do you switch models in an animation?

hollow perch
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@worldly star Do you want the other model animated? If animated, just make another animated model, drag it into your model and in your animation, hide your Body skinned mesh renderer and show your new inner avatar (is active)...
Or do you want it attached to your armature so it moves with your arms and legs?

If you want it to move with your arms/leg ik, Is it a simple retexture? Same general shape but different model (can be attached to the same armature) or completely different model and armature (would require fixed joints)

worldly star
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I have two of the same models, the other is wearing something else. Attaching the armature to the other one so it moves when I do

fleet river
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hello know how to save a proplety rigged and skinned model from unity as an fbx or from mixamo as a dae

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tryed for the last few hours on info i have no clue what im doing

west vortex
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are you talking about importing from mixamo to unity as a fbx, thats easy. import new asset, then under rig change it to humanoid @fleet river

cold matrix
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@hollow perch I went back and checked the rig types for both the model and animation, both are set to humanoid already without any major/relevant errors, but it does not work, as shown.
Will try prebaking the IK in blender now...

median spire
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anyone know anything or any good sources about walking and idle animations? Im trying to make a custom walking animation

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I constantly get the hips below ground

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when I try to alter the legs

slim sparrow
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You need to raise the hips up then, Root Transform Y 1

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Make the walk cycle in Blender and import it into Unity rather than trying to do it in Unity entirely

median spire
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what if its just a model jumping on a skateboard

slim sparrow
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You also can't rotate leg bones directly, you need to use the humanoid properties

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Same deal then I think

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It's a lot easier trust me

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Especially when you set up arm and leg IK

median spire
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hmmm ok

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so make it in blender at regular heights. import to unity. then root transform y?

hollow perch
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If it successfully imported as humanoid I'm not sure that is necessary.... Does the Mekanim preview dude show it correctly in the bottom of inspector? @cold matrix where did you get the anim from

slim sparrow
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If it's at the correct height in Blender you probably don't have to mess with the height in Unity at all.

median spire
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itts not like a jump animation or anything. it just spawns in a skateboard and has the legs positioned accordingly

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an i use muscle editor

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so the pose is correct

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i just need it to not be underground

slim sparrow
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In that case, raise the root transform up in muscle animation editor

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It governs where the hips are

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If untouched it'll be in the floor at 0

cold matrix
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@hollow perch yes the Mekanim preview guy shows it correctly and my avatar also shows it correctly in that same preview when i drop her onto it.
I getting the animation from a MMD motion that im importing through the blender mmd tools which im then carrying across to unity by including it in a "temporary" fbx file

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only in the unity viewport does it not work. when I turn off IK on the preview guy does it match the viewport

hollow perch
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That should work perfectly then. That's what most people do

median spire
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@slim sparrow let me try right now thanks

hollow perch
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Oh weird. Maybe they do something baking related. I really shouldn't be helping you then. I've never gotten mmd anims to import successfully without using ||XXXXXX|| . If anyone has a tutorial I'd be interested too

cold matrix
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ive followed a couple tutorials as well but they dont encounter any issues like this and they are from the old Unity 5.6.3 days

median spire
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Also. is there a way I can turn the hips but have the character still going forward?

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@slim sparrow do you know?

median spire
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Nevermind about the hips.

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When I do the hand gesture walking and idling cancel out the leg positions. is there a way to fix that

west vortex
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quick question why is it when i play an animation , the person i show it too isnt losing any fps but my fps tanks, is that a bug with unity?

cold matrix
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@hollow perch ive been experimenting with the different pose bake options in blender and none of them fix the IK issues when imported to unity. if anyone else has suggestions I'm all ears.

hollow perch
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Can you describe exactly what you see? A video maybe?

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Maybe it's an issue with the root position (allowing the hips to move like the subete mmd node). Did you make sure to check the root pose checkboxes on the animation itself?

cold matrix
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@hollow perch i actually just found the solution! on my animation controller that I am using for testing, the animation state has an option for "Foot IK" by default this is turned off, and when I turn it on the avatar in the viewport moves as expected

hollow perch
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Oh on your controller.... i guess if you have it as an emote on your main avatar override, the vrchat settings take care of that for you

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Very cool you found it and thanks for following up with the fix

cold matrix
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no worries, im uploading the model now, and testing it in game, ill report back if it works or not

cold matrix
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@hollow perch for the most part the animation works as intended in VRC, there is only a small issue with the character sinking into the ground but its only ankle deep. Thanks for your help with this. Now to figure out sound -_-

hollow perch
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sound is easy, just enable an object while your animation is active, and add a Audio Source set to Play on Awake (default). Remove the ONSP component, and it should pretty much just work

bronze pilot
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anyone knows how to put a fixed object to avatar when it animation dance? if I put an object under avatar, it moves along with avatar's movement.

hollow perch
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Objects directly inside the avatar will move together with the player capsule and nameplate

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When doing an animation that moves Root T/Q transforms, those also do not move the player nameplate and capsule

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so what it sounds like you want is something that uses the X/Y of the Hips (root bone of the Armature) but uses the Z of the avatar base (roughly the lower of the two feet, but not exactly)

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I'm wondering if you can do this with a configurable joint connecting the Hips to the root of the avatar, with only X and Z axes set to free movement

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also, if it's an avatar dance that you make as an Emote, you could always record motion of your fixed object to match the motion of your root position

bronze pilot
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is there way to show an object that is not inside the avatar while animating?

stone tusk
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If i wanted to make a custom sitting animation what root transform settings would i use in the animation? Center of mass? Or at the feet?

hollow perch
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@bronze pilot you mean attached to the world? yes you can do that with fixed joints attached to nothing. In certain cases you will want an empty animation in an animator which has Apply Root Motion checked to keep it from moving around

covert girder
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that can be done also with mesh particle or final ik, but for the mesh particle this object must have 1 mesh and 1 material

you can also join this object with avatar in blender attach a bone and create animation keys to keep it be at the same place 🤔 then you can create 2 copies of the model generic and humanoid and copy generic keys for this object into humanoid animation with ctrl+c - ctrl+v

hollow perch
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which is easy enough to do with ^ material combiner

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also usually good idea to decimate them. the new avatar perf rankings penalize mesh particles quite heavily I think...though if it's normally disabled shouldn't matter

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mesh particles are actually probably a better performance way than fixed joints that always run

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well for low vertex meshes at least

slim sparrow
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Yeah, for some reason mesh particles are penalized much more heavily than skinned mesh renderers

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I don't get why

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You can't get above a couple thousand total without being marked very poor, yet a 70k skinned mesh is fine

oak jetty
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I used all my polygons on the model. Does this affect particle effects?

fleet river
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anyone know what the root bone is ive gone this far"

vagrant hound
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so i'm animating in my world

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i have a state where my model plays and animation where it sort of crouches down

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then it should go to another state where a viseme activates without any condition

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just finishing the last animation

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but i wanted him to stay in the posing of the last animation

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so i copied the values of the last keyframe

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and when i play it the transitions work

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but he just translates and rotates extremely bizarrely when the last transition happens

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absolutely no idea why

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it's really aggravating

violet moss
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Oh I made a skateboard animation for my walk/sprint/run just 3 days ago. I didn’t tie it to a hand emote.

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It works fine vr, but on desktop the body spins like a tornado while the head stays stationary.

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No clue why that happens. And it’s why I didn’t make it public

spice urchin
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@violet moss u sure it has full body ik?

violet moss
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Yes. It works great in FBT

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It works great in both fbt and regular vr. Just not desktop mode

sullen berry
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i just have a quick question on animation. how would i make a starbound style beam up and down animation? I can't really figure out how to get a model to animate properly when I have tried with other animations.

sullen berry
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maybe i just don't know how to animate idk.

west vortex
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hey guys i'm having a huge issue rn

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was wondering if someone who makes huge custom animations for avatars could help me out

spice urchin
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wot

west vortex
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At this point i'm very close to scraping the project completely, because nothing i do fixes it.

spice urchin
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yea it does that

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i actually have absolutely no idea why

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essentially i uploaded an avatar with dance animations

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then a vrchat update rolled around

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and then it was fine till i uploaded it a 2nd time

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now am lag super super bad when play the animations

jolly plinth
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anyone can help me with this, i made a simple loop animation and already test run on unity but when i'm test it in game and it's doesn't working

slow terrace
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can i have a gesture that creates an explosion sound and effect but if i suddenly stop the gesture, will it start from the start? how do i do this
||last time i tried this it would resume the anim||

slow terrace
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please someone help?

slow terrace
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i dont know how to fix this is anyone had this before?

clear yew
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audio isnt playing on emotes

violet moss
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Whenever I make an animation that rotates hips a little bit on yaw, it works fine in vr but makes desktop users rapidly spin, locally only (others see the animation correctly). Is this a known bug?

gaunt sundial
shadow acorn
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I got an avatar that came with custom animations, but im not sure how to get them working in game?

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they are all set up and such in animator, but arent actually happening in game

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not exactly sure what to do, been trying tutorials but none of them answer how to get them actually working

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nvm^^ i did iut

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actually does anyone know the typical matches for a custom override?

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not sure where to put victory lol

fleet basin
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I have a quick question on testing animations? I recently acquired a new animation pack and trying to test out the animations the show the person so they can choose. How do I test them on any character in Unity??

sullen sun
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im curious how do I make it so the world status: "not yet allowed to publish" goes away?

fringe shore
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do you guys think that the animation will break if I use it as an emote?

hollow perch
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Looks fine for an emote override

slow terrace
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need to make a gesture on ava to reset once i stop the gesture. anyone know?

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theres only so much i can look through in the documentation

clear yew
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is it possible to put an animation that was made in blender into unity?

clear yew
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@clear yew It's possible

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While exporting the FBX go into the "Animations" tab & turn on "Baked Animations" on the export settings

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Just be sure your animation is currently active in Blender

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I watched a tutorial earlier in the day where I don't believe he turned on "baked animations" and it still worked so perhaps the animation shall still export as long as it's active

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does it like export to unity and an animation file is created with it?

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When you drag the FBX on to your Unity project & set it up as a Humanoid you'll be able to see the animation file

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You can then duplicate it to separate it from the imported model and use it on the model you wish

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The model and animation are packaged together when exported

slim sparrow
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Yes

dim walrus
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How do I make it to where my lamp will only appear if I use to hand gestures at the same time

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Please dm me

covert girder
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@dim walrus enable empty object with one gesture, then lamp inside empty with another, so if you just enable the lamp it will still be disabled coz parent empty disabled

placid copper
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how would I make a gesture that depends on another gesture to work

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say the Rock gesture and the thumbstick

slim sparrow
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Nest your objects in such a way that that's possible

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-GameObject
--Gun

You activate GameObject on rocknroll and Gun on another gesture

clear yew
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Thats useful to know

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Is there any way so that i can replace the default animations with the ones i want?

onyx agate
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use the animation override controller in the vrcsdk folder (make a duplicate of it and rename the dupe for easy usage) @clear yew

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it allows you to set your own gesture and emote animations

stoic ledge
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Hey I have a problem, my custom hand gestures are getting triggered by eachother, when I use a gesture everything is all well a good but when I then try to use another gesture it activates the gesture I used before it and either plays both at the same time or only plays the wrong gesture

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Oh its even worse, sometimes it triggers a animation that is literally on the opposite side on the controller, it feels like its mixing the new gesture override with my old one in a past version of my avatar this is so weird

blissful wedge
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hey guy

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guys*

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can you replace the fingerpoint with dance animation using the override

stoic ledge
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Yeah definitely, however your hand gestures can only be one second so you would have to put a second animator further into your hierarchy like on your armature, then have the gesture enable that animator and have that animator play your dance animation, thats how I do it atleast

blissful wedge
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okay maybe just override one of the emotes instead

stoic ledge
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If someone else knows a better way of doing that tell me too

west vortex
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hey i have 2 animations, both have different starting and stoping offsets, so when one ends, the other one starts at a different position how do i get the animation i'm pasteing in to have the same position as the animation that just ended

blissful wedge
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I tried changing "emote 1 " to dance animation , but when I went in game nothing showed up just regular emotes :/

clear yew
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I believe gesture animations can be longer, though I'm not familiar how to add a dance animation to it

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I think Gestures only allow the wrist and finger bones to move along with Shapekeys

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Ignoring all other animations

stoic ledge
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Hmm actually? they used to be forced to just a single frame I thought

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@blissful wedge Do your other animations work? You sure you assigned the override to your character

stoic ledge
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I think you are going to have to hard change those positions

clear yew
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I have made gestures with 60 frames and had them work

stoic ledge
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huh

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that's good to know

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i dont know why it wouldnt work with a dance then because I have a override that changes my head position

west vortex
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this is maybe a 500 frame + animation thats going on a gesture

clear yew
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I think in general it's suggested to have at least two frames from what I recall reading and seeing in videos

blissful wedge
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@stoic ledge If you mean the default emotes then yes but it was like I made no changes. I made a duplicate of the avatar model

stoic ledge
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No if you replaced anything in the override that would show up in game after building

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so most likely you didn't assign it

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If you have them assigned then I honestly dont know

blissful wedge
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Yeah I assigned them to this

stoic ledge
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I dont know if you also need to assign to override to the animator but I do that aswell

blissful wedge
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which is why i was so confused

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it should have updated it

stoic ledge
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Hmm

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Yeah I dont know because even the name should change in game

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you have the right override assigned right? :p if you duplicated it make sure you dont use the default one

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I am just throwing things at you this is all I can think of

blissful wedge
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@stoic ledge Yeah i'm using the duplicate one " customoverrideempty1"

stoic ledge
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yeah I honestly don't know how to help you then

blissful wedge
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also do I require a duplicate of my model

stoic ledge
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That's only suggested because when doing custom animations the model will sink into the ground

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You can fix that by just playing the idle animation in preview before building but it can visually be annoying when editting

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I still need to figure out what's wrong with my gestures, they overlap when I try to play them, first time I play one it plays fine but when I play another one it plays the first one instead or plays both at the same time as if they are being retriggered by eachother

blissful wedge
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thanks for the tips anyways man, and wow that sounds more frustrating than my issue lol

stoic ledge
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Yeah and no one seems to ever had this problem except like 2 people on reddit who got no replies

kindred oasis
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How is it possible to make an animation not move with your character, that also resets it's position upon retriggering it. I currently use the rigidbody method but that seems to not reset the position of if I retrigger the gesture animation.

west vortex
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figured it out i had to change the animator root T

blissful wedge
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@stoic ledge Finally got it too work, but now I wana find out how to add music to the dance animation? 🤔

west vortex
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easy create audio source on your armature, go to the animation that you want it in on the animation tab and add property set active, put it to 0.01 sec add another key set that to disable the check box and your done. anytime you play that dance animation you have the aduo source play aswell

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i wish the shit i was doing was as easy but unfortunely, I've started experimenting with stuff i havent a clue how to mess with.

stoic ledge
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OK so i fixed my own problem

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EXCEPT I DO NOT KNOW HOW I FIXED IT

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I LITERALLY REBUILD IT WITHOUT CHANGING ANYTHING AND IT GOT FIXED

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God i love unity

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@blissful wedge Yeah just activate a audiosource through the animation and have to to play on awake

blissful wedge
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okay done , gonna check it in game. Fingers crossed

broken island
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just curious. Is there any way to make an emote that has preficed leg animation but you can still move your hands and head? (kinda like when you are running)

spice urchin
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no but u can probably use some sort of dummy bone to do that

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ive seen people make animations where their legs were controlled by dummy bones parented to the actual bones

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so they could move the dummy bones independantly from the mapped legs

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also seen people swap out their leg models

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and other tricks

jolly plinth
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is it possible to convert mmd vmd to unity vmd? 🤔

hollow perch
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Have you tried Going through blender mmd tools and exporting as fbx together with a model?

jolly plinth
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no, actually i'm download a mmd motion file and i'm confuse at this part so i'm just asking because i'm new to this stuff

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and also for some reason, the loop animation i made only work on unity, when upload to VRchat, it's not working

hollow perch
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For the looping animation, You need to be using an animator not old Animation component. And it has to be somewhere inside your avatar, not the same place as the avatar descriptor

jolly plinth
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Animator, did you mean the Controller option?

hollow perch
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Yes animator controller

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My point is you can't put it on exactly your avatar object. Has to be somewhere inside or else set as an override like emote1-8

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Also it is not allowed to touch humanoid bones directly (fingers, arms, legs) . Only way to touch those is using an idle or walk animation and using stuff in Animator like Left Arm, Root Q etc

jolly plinth
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so if i put it on an emote slot do i have to activate the emote to make the loop animation start?

hollow perch
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Yes, well it won't be a loop and it freezes you while it plays. But that's the only way to control everything fully: with idle you will loop it but it gets blended when walking and you can't move the position. Depends on what you are trying to do

jolly plinth
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man, what a bummer

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@hollow perch oh yeah, i want to ask you this thing even though it's off this topic, there's a model of mine finished 2 days ago and uploaded on VRchat but theres a problem whenever the mirror activate, the knee of my model always face directly at the mirror despite the body facing any direction, if i'm faccing backward at the mirror, my model's legs looke like SCP-966

clear yew
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i get how i can put an animation on an object and then have my avatar animation pull out that object and the animation activates but what im confused about is what if you want 2 different animations on an object? how do you choose which one to activate when you pull out the object?

slim sparrow
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You have two objects

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Each with a different animation

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If they're in the same place it'll look like the same object

clear yew
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Here trying to make a weapon on my character. I set everything up, but it is not working when I perform the hand gesture. Can someone tell me if the avatars should be unchecked or checked?

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Do I need to activate the duplicate model with the animation on it when I do the hand gesture? And how?

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Damn, this is confusing.

still compass
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Mmm

balmy plover
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Is blinking broken? All the avatars I updated today suddenly didn't have blinking anymore

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It instead uses another visemes which isn't the blinking one is there a way to overwrite VRchat autoblink visemes detector to add my own blinking animation Because I already used the visemes into another animation which is guesture animation but when I try to put blinking into an animator on loop it just keeps going back to the broken visemes that isn't the blinking one

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It worked on the older Avatar controller overwrites but the new one broke

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Isn't it possible to use the same visemes in multiple animations?

red linden
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check the order of the blendshapes, vrchat will use the first four blendshapes for blinking

clear yew
red linden
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there's a size over lifetime option

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if you want it to grow for 30 seconds change the particle lifetime to 30

undone niche
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Is there a way to animate bones?

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as in, blend shapes don't make my ears flap feel very natural, so i was wondering if i could simply animate the bone rotation

red linden
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yeah

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if you just want it to be a gesture you can make an animation with the rotation for the ears

undone niche
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yeah i just found it xD

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i was not finding the it on the tree lmao

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why i allways find the solution when i ask the questions 😂

hollow perch
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In programming known as rubber duck debugging 🐥 - the trick is you explain your problem to a rubber ducky, and in doing so often discover the answer

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😃 it's great on discord because you both get that experience but having the question and answer written out helps lurkers reading the chat both to get ideas and maybe recognize solutions to their own problems (and there are always lurkers)

balmy plover
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@red linden how do I reorder blenfshapes because the first 4 are the wrong ones

clear yew
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@hollow perch I love rubber duck debugging, I legit have a bag of 500 rubber ducks incase I lose or need to hand one out. I take it everywhere I go for development stuff, its so helpful!

hollow perch
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Oh my that's a whole different scale. I'm now imagining you giving a lecture about your problem at a podium to a whole auditorium full of rubber ducks

clear yew
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Don't tempt me, I'll do it

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At Global Game Jam back in january I brought a bag of 500 ducks to cater to around 257 people. I didn't have any ducks by the time I went back home, which is fine by me haha

hollow perch
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@balmy plover Sorry, didn't see your question... you would have to do this in blender, use the ▵/▿ buttons to the right of the shape key listing in the mesh tab of the right inspector panel to reorder them. Should match what you see in unity. Also regenerating them in CATS should do this automatically

undone niche
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am i missing something?

undone niche
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nvm i found out myself c:

pliant plank
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@clear yew gesture overrides only afaik

clear yew
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how do i set up an animation to act as a custom spawn in animation? ive seen some avatars do it but not sure how its done

clear yew
bold dome
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it should work if mecanim recognizes the animation as a humanoid skeleton

clear yew
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no it didnt work it says the parts are missing.

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i think its because it was made for a different avatar

slim sparrow
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Those are generic rigged animations which are not cross-compatible

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If the animation was imported as part of a model, configure the model as humanoid

merry spear
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Hey guys i got a problem, so I have a emote that plays particles and effects on my avatar, and whenever i try to play another different emote, it just plays the same emote instead. Like it continues to play till its animation ends. It does this on both my left and right vive controllers, and it really only gets 'fixed' or 'reset' when i switch to a different avatar and switch back. And by then it will let me play whichever emote i pick first. Seems like it carries the animation over to the other emotes when its played. Anyone know of a solution? thanks

torn pawn
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gesture animation too long? or has missing keyframes/keyframe way out of 1 frame

merry spear
#

Yeah its a pretty long anim

torn pawn
#

well, for gestures it takes 5x the frametime to get back to default

merry spear
#

Someone mentioned that it could be played from a 1-2 frame animation therefore playing the whole long one.

#

Ah

torn pawn
#

so in general u dont want anything longer than 1 frame

#

and if you want to play long animation on gesture, you enable an object that has the actual long animation

merry spear
#

I see

#

I will definitely try doing that, thanks

stoic ledge
#

I am having a issue, I made a animation in blender but when I try to import it into unity or cinema4d the bones are all rotated and messed up

#

this only affects the animation, it looks fine in T pose

spice urchin
#

well thats probably bc the first frame of the animation is not in t-pose

#

make sure that in the config the character is properly posed or that u have a properly posed version whos avatar u can copy

slim sparrow
#

@stoic ledge go to your humanoid rig configuration

#

Make sure the bones are rotated correctly there

stoic ledge
#

They look fine there

slim sparrow
#

Well they're kinda twisted but it seems ok

stoic ledge
#

the thing is I know it isnt unity because it happens when I import into cinema4D too

brittle granite
#

I have a question about Locomotion animation overrides:
Walking, runfwrd, runbackward, etc. Where does the information for those animation lie? I was trying to do a custom override for it. I dublicated the RunFWD animation from the sdk opened it in the animation dialog and it's only 1 frame long?

#

Am I gonna have to hand animate an entire run cycle with my own rig for it to work? or can i modify the ones that are the default?

slim sparrow
#

All the game's animations are ingame but not made available in the SDK.

#

Due to licensing issues

brittle granite
#

ah that explains it. So i'm gonna have to hand animate the whole locomotion set if i want to have a slight modification to the gait of the character.

#

that explains why i don't see to many custom locomotions in vrchat.

slim sparrow
#

Another reason is that they're hard to blend well with each other

spice urchin
#

@brittle granite practically every animation they use for movement is from mixamo

#

just import some movement animations from there and modify the keyframes

brittle granite
#

k

brittle granite
#

@spice urchin I imported some animation cycles but it seems to not be playing correctly in game. It's like it's looking for a cycle that is 1 frame long like the guesture overides......hrrrmmm... doing some testing more. but any insight would be appreciated.

spice urchin
#

what u just do same thing u do for the gestures

#

except u set as humanoid rig for the mixamo (recommend u import t-posing mixamo rig and use copy from avatar)

#

then u put the appropriate animation in the correct override slot

brittle granite
#

it seems to get stuck on frame 1 and not the full animation cycle loop

#

i tried matching what they have has default in the inspector for the animations. as terms of what the root node is and what not

#

k tried copy rig from other avatar. Tried that and it came back with slight missmatch.. Im going to investigate that

spice urchin
#

btw u can drag characters (or imports) into the little animation window thingy to preview it

brittle granite
#

I think i broke the avatar controller because i went into the state machine to the blend tree and modded it form there.

spice urchin
#

u can do this on a humanoid

#

unless u r using generic avatars

spice urchin
#

no

proven flint
#

Is there a guide video on how to fix the problem where your avatar is halfway into the ground?

abstract kestrel
#

@fierce bane so how do i use the world anchored object again

#

sorry

#

i have it but cant figure it out

#

what does reset while its off mean?

#

or if anyone else knows

#

What you want is a world anchored object with a reset while it's off.
Example "World Object" package
i have no clue what this means

hollow perch
#

@proven flint pinned message has a post help i fucked up everything

fierce bane
#

@abstract kestrel When the anchor is disabled it needs to be reset by an animation controller (usually back to 0,0,0 position and rotation), but that animation controller has to have it's behavior disabled while the world anchor is active or it will stick to you.
Check out the example mentioned before. It is a working version that has everything needed, including the difficult to make controller behaviour disable animation

abstract kestrel
#

I have the prefab... and the item attached, is that all I need to do?

fierce bane
#

you need to use the animation to enable/disable it too, but technically that's it

abstract kestrel
#

And when I let go it will stay there

#

So on fist: in hand
Anything but fist: in place

#

If that makes sense

#

Sorry

#

I'm probably making this too complex

fierce bane
#

no that's really simple
You take the current world object and flip how it works.
So you have the anchor ENABLED by default, and the behavior of the animator DISABLED by default and the sword in your hand DISABLED
And you have the animation swap that ( So anchor disabled, animator enabled, and sword in hand ENABLED )

spice urchin
#

u prob dont want it in the fist bc every time u grab something it will stay there

#

and it will also stay there unless u use a different gesture bc of how fist works

fierce bane
#

fist is a bad choice for that, yes

red mortar
#

Is it possible to do combination gestures? Like have your gestures do the usual change of expressions, but combining fist with finger gun, does something completely different. this is a weird example, but if any of you used the 'Ricardo' model, fingergun on left hand (specifically) activates a dance and song, but that, with rock and roll, on right specifically, activates a uh... flashing series of pictures of ricardo, with another song.

hollow perch
#

@red mortar yes, it is possible for most things. In the usual case, it's easy (have two objects inside each other, both disabled). Each gesture will enable only one of the two so the inside one won't get shown until both are on, kind of like those door/key puzzles in games

#

there are some cases where it gets challenging. with those it is sometimes possible to solve by combining animator state machines and toggles in such a way that an effect only happens if gestures are triggered in a certain order

#

another trick you can make use of is have two hand gestures compete to change things: one turns object 1 on and object 2 off, the other turns object 2 on. The right hand takes priority over the left, so the gesture will only happen if you do them in specific hands

grave elk
#

question about animating gestures:

I wanna make it so when i put up a happy face the tail wiggles around, i can get that to work but as soon as I put up another gesture it transits very slow to the other gesture i just put up .
Is there any way to get rid of this effect? cuz I've seen dancing animations on hand gestures that don't give this certain effect

spice urchin
#

u cant use long gestures

#

they all have 2 be a single frame long

#

u will need 2 enable an animator in order 2 do that

serene lava
#

So I'm having problems with the disable ik animation thing that's in the prefab list

#

It's saying that the script cant be loaded

slim sparrow
#

You need to have Final IK imported

#

Which also means having Final IK, a rather expensive asset

serene lava
#

I do have Final IK

slim sparrow
#

There may be compile errors, clear the console and fix any remaining errors

#

Unfortunately the latest version of Final IK may give errors related to Unity 2018-only stuff

stone tusk
#

Does anyone know anything about bringing MMD Camera motions into Unity?

spice urchin
#

u import the animation like u would any other animation

#

then u put it on a camera or whatever it is

stone tusk
#

I import it to the camera in blender and then just stick it on the camera in unity?

#

Or do i put it on a random object in blender or a model?

spice urchin
#

i think if u do regular import it just imports 2 the blender camera

stone tusk
#

Alright : ) I shall give it a shot! Thank you so much

abstract kestrel
#

can i also ask how to enable/disable stuff from the menu?

spice urchin
#

?

abstract kestrel
#

so, disabling say sunglasses from the emote menu

spice urchin
#

u cant rlly do that unless u figure out how 2 do emote toggles

#

which requires knowing about animators and disabling/enabling them

#

also it has sync issues

abstract kestrel
#

ah

#

i see

#

oh well

#

so uh

#

the world thing failed

#

@fierce bane

#

i dont think i understood your explination, sorry

#

and the reset possition.... will that not go back to spawn when i release?

#

and where exactly do i put the resetter

#

sorry again

#

its stuck to my hand

jagged pasture
#

having a problem with a sword gesture

#

i'm trying to make it look like i am equipping it, so i have the sword on my back as well. it is supposed to disappear when i take out my sword, but it does not.

abstract kestrel
#

thats an issue with your animation

#

you dont have it dissapearing

#

or at least not on the right frames

jagged pasture
#

it says i do, when i go into the animation it says to disappear on animation, and i made sure its one frame

abstract kestrel
#

it needs both frames

#

two

#

not one

jagged pasture
#

two frames?

abstract kestrel
#

two frames

jagged pasture
#

i duplicated the animation

#

and made it a millisecond long

abstract kestrel
#

is it two points?

#

if so your good

#

i dont know what to do other than that

jagged pasture
#

i wish i could take a pic

abstract kestrel
#

also with the sword disabled wouldnt it just disapear once im done @fierce bane

jagged pasture
#

thats what it looks like

#

i dont know what else to do

abstract kestrel
#

ah

#

look at the other frame as well

jagged pasture
#

whats wrong with it

abstract kestrel
#

just let me see it real quick

fierce bane
#

check both frames, make sure it's enabled on both

#

@abstract kestrel the sword in your hand should be disabled by default, not the one that anchors

abstract kestrel
#

what himeki said

#

so there should be two?

fierce bane
#

I can't tell you what you're doing wrong without seeing your setup with everything, primarily the animation and the hierarchy

#

yes

abstract kestrel
#

if i do it that way i can ony use a specific spot though.... no?

fierce bane
#

a sword in your hand, and the one in the ground

abstract kestrel
#

i cant like stab it into the ground?

#

and a wall

fierce bane
#

the ground one will drop where you release it

#

so you can "stab" it into the ground and release the "held sword" gesture, switching to the "stuck in ground" gesture

spice urchin
#

particles or rigidbodies (would reset position when inactive)

#

would make it stay where it was

fierce bane
#

yes, that's why you have the animation resetting the world object to 0,0,0 (because that is LOCAL not based on the world)

spice urchin
#

ye

abstract kestrel
#

ah

#

i see

spice urchin
#

or particle

fierce bane
#

you position the game object above it where you want it to be

#

and the child is the anchor which is set to 0,0,0 on position and rotation

clear yew
#

YEEEET

fierce bane
#

so when it resets the anchor to 0,0,0 it locks it back to where it should start

#

based on your position and rotation

abstract kestrel
#

okay

#

i think i understand... but again is that not basically replacing the inhand with one in the ground, i would need a second jesture for somthing like in a wall?

fierce bane
#

depends on how you set it up

#

if you have it "attached" to your hand it would depend on where your hand was

abstract kestrel
#

i do

fierce bane
#

so you could stab it into the floor and leave it there, or stab it into a wall, etc

abstract kestrel
#

okay

fierce bane
#

just make sure it's aligned with your hand so that it drops where you want it

abstract kestrel
#

okay

fierce bane
#

I've used the same method to drop a portal in the orientation I want it in

abstract kestrel
#

okay, once more, how do i set up the in ground one?

#

i think ive messed it up somewhere

#

sorry

fierce bane
#

Take the world object package and swap both animations.
The reset should be disabled (unchecked behavior), and the animation to pick up the sword should enable it (checked behavior in animation)

#

you want to swap the current behavior to the opposite

abstract kestrel
#

and the reset goes directly on the sword itself

#

or one of the parents?

fierce bane
#

take the WHOLE PACKAGE and place it down, the anchored sword should be UNDER the sword to be anchored in place

#

the top level of the package should be under your wrist

abstract kestrel
#

okay

fierce bane
abstract kestrel
#

ah okay

#

wait not my hand?

fierce bane
#

er...the object joint should be enabled though

#

the world object parent should be UNDER your hadn

#

it should be a child of your hand

abstract kestrel
#

ok

#

it is

fierce bane
#

parent should look like this

abstract kestrel
#

yeah

#

got that

fierce bane
abstract kestrel
#

in frame one or two

fierce bane
#

both

#

it's a toggle, if you only put it on one frame it will flicker

#

er...a held toggle I guess..

abstract kestrel
#

ok

jagged pasture
#

is there anyway to hide the sword so it disappears when i use the gesture

fierce bane
#

set it to disable the sword you want disabled, simple as that

jagged pasture
#

i did do that

#

it doesnt show up in the animation

#

it just shows in game

#

and i know the animation works because i can summon the sword in game

fierce bane
#

what do you mean?

jagged pasture
#

i have it so the sword disappears when i take out the sword

fierce bane
#

and are you using a mirror to watch for changes?

jagged pasture
#

...

#

yes...

#

is that

fierce bane
#

mirrors are screwy

jagged pasture
#

the problem

#

oh

#

so i should ask someone to look for me

fierce bane
#

they still haven't fixed them since before the 2017 update

#

yes that helps if you can't see it

jagged pasture
#

thanks

fierce bane
#

make sure you have the sword in your hand enabled with the animation on both frames, and the one on your back/hip/wherever disabled in the same animation, again both frames

jagged pasture
#

yeah i do

fierce bane
#

otherwise have someone watch that has your animations turned on

strong crown
#

Does anyone have a tutorial on how to set up generic avatars for vrchat

spice urchin
#

slidey boye

#

u set it up similarly 2 humanoid

#

except u have 2 import all the animations and make them

#

otherwise u just kinda slide around

#

u also cannot sit down anywhere

#

and there is no IK or gestures

fierce bane
#

Generic avatars are the same as humanoid, but you cannot use any gestures, IK, eye tracking, etc

strong crown
#

can you use emotes?

fierce bane
#

no

strong crown
#

f u k

fierce bane
#

the image you linked could just be a humanoid

spice urchin
#

u can use emotes but its a bit buggy

#

yea u could literally just replace humanoid animations

#

same way u override gestures

fierce bane
#

yep, use the overrides to make it animate walks etc the way you want

abstract kestrel
#

ok im testing now....

#

wait i didnt put the reset on

fierce bane
#

reset should already be on if you used the package for the world object

abstract kestrel
#

oh oka

fierce bane
#

the parent should have the animator with the "world object parent" in it

abstract kestrel
#

ok

#

and the anim as a whole should be off

#

and will be turned on with the animation

fierce bane
#

the animator controller's behavior should be off, not the game object, as shown in a prior image

jagged pasture
#

nope, people can still see it on my back

abstract kestrel
#

yeah i got that

fierce bane
#

Abomination, can you screenshot your animation for me? and your hierarchy where the back sword is?

jagged pasture
#

yep.

#

getting the hierarchy now

#

thats the one on my back

abstract kestrel
#

its still stuck...

fierce bane
#

click the disabled sword in the animation and press F2 copy the text with control+C and paste it in here with ` on both sides of it

#

that'll show the path it's trying to use

jagged pasture
#

Armature/Hips/Spine/sword of cease (1)

fierce bane
#

is the "Sword" your avatar's top level?

jagged pasture
#

the sword is what i named my animation duplicate

fierce bane
#

and your actual model is exactly the same as this, correct?

jagged pasture
#

not the sword of cease, thats the model

#

and no

fierce bane
#

you didn't rename or change anything in the duplicate but not in the main

jagged pasture
#

my actual model is in a normal t pose

#

no

abstract kestrel
#

its still stuck to my hand....

hollow perch
#

(You don't need to duplicate sword of cease but you need to duplicate the whole avatar only)

#

Oh you have two swords one out or hand and one in hand and you left the second one called (1). Ignore me

fierce bane
#

personally I'd remove that (1) and change it so it states "back" somewhere or "sheathed" etc for clarity, but it shouldn't matter for the animation

#

@jagged pasture When you had someone check for you, they saw the sword go into your hand, correct?

#

but not disappear from your back?

jagged pasture
#

yeah.

#

i can check again

#

give me a sec

abstract kestrel
#

oh do i need to switch the rest around?

fierce bane
#

did you change the animation settings I stated?

#

the reset animation itself should be untouched, but you need to make sure to make the changes to the "ActivateWorldObject" animation I stated before

#

as well as the enable/disable on the WorldObjectParent also mentioned

abstract kestrel
#

wait

#

disable the parent

#

but have all the other stuf below it active?

fierce bane
#

make sure it looks like this

abstract kestrel
#

yeah

fierce bane
#

with the "activateWorldObject" also disabling your hand held sword of course

abstract kestrel
#

mmhmm

#

i have that

fierce bane
#

when you hit the "activateWorldObject" gesture it should actually deactivate the world anchor, placing it in your hand.
Make sure the hand held sword is also disabled by default

abstract kestrel
#

all that is set

#

but the world thing isnt there

fierce bane
#

"world thing" ?

abstract kestrel
#

oh

#

so when i activate it

#

i can tell there are two there

#

ist like

#

anchored ot my hand or something

fierce bane
#

you said you wanted to activate it to hold the sword, if you're see two of them when you activate the gesture then it's not disabling the one on the ground like it should be (the anchor should be the parent of the anchored sword)

#

show me your hierarchy

#

with both swords

jagged pasture
#

no luck

#

i asked another person and they said it was on my back aswell

fierce bane
#

Ok, so this is a little more complicated to set up because you want to be able to anchor it wherever you want as opposed to just in the ground in front of you like you said before.
I'll break this into steps to fix the issue

#

er...actually first screenshot the gesture's animation

fierce bane
#

you have it enabling both of them at the same time, and have the behavior on for the reset, so both will be on and in your hand

abstract kestrel
#

ok

fierce bane
#

the WorldObjectJoint is supposed to be OFF in that animation

#

which is why I posted the screenshot of that animation setup twice >.>

abstract kestrel
#

sorry

fierce bane
abstract kestrel
#

ok

#

i turned it off

#

on both frames

fierce bane
#

now by default the weapon will lock in place, when you hold that gesture it'll be in your hand

abstract kestrel
#

ok, thank you

#

lets try it

fierce bane
#

@jagged pasture can you post an image of your hierarchy and the animation again?

#

you may also want to remove the "back" sword from the animation and re-add it to see if it fixes the issue, it may just have glitched

#

if I remember the images right it looked correct

jagged pasture
#

k

red mortar
#

@hollow perch in my case I have one of those fallout bots, that plays music on different gestures. But I'd like to add more songs. But this is a new concept to me, and I'm just kinda confused on how to bascially do the following in a gesture override: close fist guves access to 3-4 more songs, like left fist + right gun = civilization (bingo bango bongo)

jagged pasture
#

retrying it if it doesnt work i'll post

abstract kestrel
#

eh.... i think somethings still going wrong

#

hang on let me reload it again

#

no.... its still like bound to my hand

#

i can tell the other thing is activating over it too still

#

@fierce bane

fierce bane
#

when you RELEASE the gesture it should lock in place.
Did you change both frames to fix the second activation?

abstract kestrel
#

?

#

yes i understand that

#

but its like locked in my hand

#

and i made both bottom frames the same

#

like 1 and 2 are identical

fierce bane
#

@red mortar you can set up a gesture to toggle things on and off under a parent that other gestures activate...I'll give you a quick visual example to clarify, give me a sec

jagged pasture
abstract kestrel
#

it should be fixed....

jagged pasture
#

this is the animation and hierarchy

brittle flicker
#

Anybody know how to convert MMD effects for use in Unity?

fierce bane
#

@red mortar So, set 2 would be enabled (for example) by fingergun which would also disable set 1
And set 3 could be activated by rock and roll, also disabling set 1
Fist/Point would enable all 3 first/point gestures at the same time. Since the parent is disabled for all but one set at a time they cannot activate.

In this way only one set is enabled at one time, switching up which ones are enabled by the same fist/point gestures
(gestures could be switched around however you want.
https://i.imgur.com/GUm75AM.png

#

so if you held fingergun (from above example) and Fist you would activate fist gesture of set 2 only.
While if you only held fixt it would enable gesture set 1's fist

#

@jagged pasture I would remove the back sword from the animation and re-add it to make sure it's working correctly. It all looks like it's set up right

jagged pasture
#

i did that

#

no difference

abstract kestrel
#

im pretty sure ive done everythinglike you said, still stuck to the hand

#

i dont know what i did wrong

#

@fierce bane

fierce bane
#

I can't really tell you what's wrong...as far as I can see it should be working

#

but without direct access to it to check it over I can't really tell shrug

jagged pasture
#

this is soooo annooooyiiiing

#

unity keeps freezing every 2 seconds

fierce bane
#

stay off of the inspector tab, use something else and it's usually fine

#

something's up with the inspector causing large lag spikes...still no idea how to avoid it otherwise

jagged pasture
#

do i have to record the animation

fierce bane
#

you click record, then disable the back sword, and disable record

#

or manually add the property and set it to 0

jagged pasture
#

mmmaaaaybbbe

#

thats the problem

#

i didnt record anything

fierce bane
#

you could also delete the duplicate and re-duplicate, then drop the animation back on the avatar to edit it

strong crown
#

is there any way to get these highlighted?

#

walk bckk and fw

abstract kestrel
#

Okay I'll try redoing it, care to write out the steps so I can copy and paste them to a document..... sorry

#

I don't have time to keep messing with it right no

fierce bane
#

@strong crown you need to set up transition conditions for those to ever activate

#

or use an animation blend to shift between them properly

#

if you're lost, go look up a tutorial on animation controllers for unity. It's not super simple

jagged pasture
#

no luck

#

ugggh

strong crown
#

thank you it actually worked.

fierce bane
#

I don't know what to say there abomination...it's just enable one disable the other in the same animation

abstract kestrel
#

Hang on.... since it's a joint do I need to make the world one under its own heirarchy?

#

Or I'd there something special I have to do for this way

fierce bane
#

usually you'd want a world object outside the armature, and in order to do that correctly in this case you'd want a rigid body on the wrist and a fixed joint targeting it as a parent of the world object anchor

abstract kestrel
#

Okay, when I get back I'll try that

#

I understand how to do that at least

fierce bane
#

you'll have to fix the animation up for the new setup though, so be aware of that

#

select a property and hit F2 (or just click it repeatedly) to access the "path" and make sure it matches the heirarchy

abstract kestrel
#

For some reason I can't mess with the animation, I'll have to make a new identical one

slim sparrow
#

You can't change an animation's path if it references itself, a major design flaw in Unity IMO

fierce bane
#

you shouldn't need to in this case though

abstract kestrel
#

Okay

fierce bane
#

just the other parts to be activated/deactivated

#

but yeah...the lack of a behavior edit is also a rather major flaw....

#

having to edit the program to be able to make it in the first place is kinda stupid

abstract kestrel
#

So on play this should happen, hand sword appears, world sword disappears. On relase it should stay in place...

fierce bane
#

you DO however need to edit the animations path for the anchor toggle for the activation gesture

abstract kestrel
#

I could have set the rigid body at a bad height

fierce bane
#

the fixed joint for the anchor should NOT have a rigid body attached.
Only the fixed joint that is the parent if you don't have it as a child of the wrist

#

the world anchor's fixed joint MUST have the rigid body empty so it anchors to the world

abstract kestrel
#

That one sentence

#

Jut

#

I realized my mistake

#

I think I know exactly what to do now

#

But uh

#

Do I just make the second sword dissappear as well? Or the whole world obj?

#

@fierce bane

fierce bane
#

turning off the anchor turns off everything below it

abstract kestrel
#

So in the anim, turn off the anchor?

fierce bane
#

a parent disabled, also disables all children

abstract kestrel
#

Ok

fierce bane
#

the joint is the anchor

abstract kestrel
#

So.... I had the thing attached to my wrist via rigid body

#

Turn it off?

#

When the anim plays

fierce bane
#

if you turn off the rigid body anything a child of it will also be disabled

#

not what you want to do

abstract kestrel
#

So don't actually turn off the second glaive?

fierce bane
#

because then the animator will be turned off. you want to turn off the WORLD OBJECT JOINT

#

and turn on the one in your hand

abstract kestrel
#

Ah, alright I see

#

And with that it's already done?

fierce bane
#

and then the opposite, turn off the world object joint and turn off the hand

#

so hand is off by default, world anchor is on.
Animation disables world anchor, and enables the hand weapon

abstract kestrel
#

Mm, alright

#

So, just to be clear

#

Frame one hand off world on

#

Frame two world off hand on?

fierce bane
#

no.....

#

the two frames should ALWAYS be the same

#

for any gesture

#

otherwise it'll flicker on and off

#

if you want it to be in the world whenever you're not holding the gesture you need to have the world off and hand on in the gesture animation

#

and you need to make sure the opposite is true for the default setup

#

not just on your animation duplicate, either because that has no effect in game. But the actual avatar has to have the world on and hand off by default as well as the other changes mentioned before (behavior off for example)

#

as long as frame 0:00 and 0:01 are both set the same the back one should be disabled and the and one enabled.
Unless the back weapon is fused with the model, in which case you'd have to do a material swap with an invisible shader to disable the back weapon

abstract kestrel
#

the joint should still be active yeah?

#

@fierce bane

#

still anchored to my hand for some reason

#

its also not dissapearing

fierce bane
#

re read what I wrote, I've typed it repeatedly

abstract kestrel
#

sorry

#

ok

#

hand is off

#

world is on

#

frames are identical

fierce bane
#

screenshot heirarchy and animation

#

make sure you're doing the changes on the main avatar, the only use for the animation duplicate is to set up the animation without issues. The main model MUST be set up correctly for it to work

fierce bane
#

compare your animation to this

#

what's different

#

other than the halberd

abstract kestrel
#

the joint

#

changed

fierce bane
#

select your world object parent and screenshot the inspector, same for the world object joint

fierce bane
#

Looks fine

abstract kestrel
#

its still getting anchored to my palm for some reason.....

#

And now it's all messed up position wise

#

I think the issue is that it's on my hand....

#

Like it's picking the hand as the stand in rigidbody

#

Perhaps it's just my placement of things... whatever it is, it is now anchored to my wrist and not disappearing, it never did dissapear, because I could see the double layers

fierce bane
#

if it's not disappearing you're not turning off the right thing, or the path isn't set correctly

abstract kestrel
#

... Alright I'll have to set up a whole new animation then

fierce bane
#

you need to use the one that's there because of the behavior

abstract kestrel
#

Oh

fierce bane
#

just delete the other parts and re-add them manually

abstract kestrel
#

Alright

#

Either way, the biggest issue right know is the binding to the hand

#

Which may just be fixed by replacing it

#

Won't know till I get to try it

serene lava
#

How would I scale an avatar down in an animation in a way that would work for any character I put it on?

#

Scaling the armature bone doesn't work as it just gets reset everytime

#

Same for any other bone like the hips

slim sparrow
#

Scale the avatar's "root"

#

Not the armature, the object above it

#

You cannot scale down humanoid-rigged bones

serene lava
#

NVM I figured it out

abstract kestrel
#

it wont scale your view

serene lava
#

At least the way I did it, you get one animation with your dance, the other with the scale down, then in a controller make two layers, one with your dance and one with the scale down, and set both layers with an influence of 1

#

Yeah I know it doesn't scale the view, but I'm just gonna have to deal with it

#

wait im stupid

jagged pasture
#

yeah i have no clue why it isnt working, i did everything

#

no changes

hollow perch
#

@jagged pasture are you doing this on a generic animator or humanoid

onyx agate
#

This may be something easy.. but how can i make model sit on the floor and stay in that untill i toggle that off again (so 3 part animation basically(sit on floor, stay in that position,stand up)

jagged pasture
#

humanoid, i can check again

onyx agate
#

still want to be able to use the hands and head rotations

jagged pasture
#

i mean if i didnt have a humanoid, the animation wouldn't work at all

#

@hollow perch yes, it is a humanoid. (sorry for ping if you are offline)

serene lava
#

So I tried doing the IK fix for the dance pad, and I don't think I did it correctly. Can someone help?

red mortar
#

So, duplicate animation model just goes full sonic

#

So I can't see the changes in facial expression and fingers

slow terrace
#

any reason why one song would play then the rest dont? using an animation to enable individual songs

#

like a playlist

#

OK
are you aloud only one audio source?

#

i have 6, = 6 songs, an animation that rolls through all of them, when one song ends the animation starts the next song

slow terrace
#

dont worry its not working at all now

brittle flicker
#

Okay, I know there is a way to make an avatar move faster with colliders, but I don't know how. Anyone care to explain how to go about doing this?

slow terrace
#

im going to do what i was doing originally

fallen radish
#

New problem occurred. I have an aeroplane. It appears then animation is on play. But for some reason, almost all of players can't see it. They see only me in the start. They say: "You just felt underground.". What's wrong?

violet moss
#

I’m using a skateboard that appears on all of my movement animation override slots. When I stand still it vanishes. One issue I have is that the standing / walking transition blends the skating and standing animations on a smooth gradient so moving slowly does not position my feet properly. Is there any way to remove that blending?

#

Ie when moving at full speed the skating animation has 100% influence so it appears correct, but any less than full speed the standing idle has some influence which makes it look wrong

clear yew
#

So I was watching a video on how to have a drone or whatever float around you at all times and they used shape keys and blender to animate the floating then imported it into unity. Does this still work?

abstract kestrel
#

uh

#

it sorta works

#

just

#

when i activate it, it dosnt shift ovr to my hand

#

so its like resetting to the center of the world or something

#

@fierce bane

#

and in one world its attached to my hand

#

so in the box, its in a single spot, but at the wave of my hand it bugs out

#

and now im super confused....

fierce bane
#

@violet moss sadly no this is not possible to fix. If wehad custom humanoid animation controllers we could do it. The only way currently is using generic rig and a custom controller. But generic rigs do not have IK, so all gestures/ emotes/ tracking will not work.

abstract kestrel
#

@fierce bane would seeing it in vrc help at all?

fierce bane
#

Out of house atm

void pasture
#

Question, Im trying to make my model have the derp blinking. where one eye closes at a different time than the other slowly. how do I make it work. Before it was fine when we could use legacy animations but now I dont know

stray sinew
#

@void pasture

void pasture
#

Thank you

brittle flicker
#

Is there a way to make a particle effect explode on collision?

slim sparrow
#

Yes, subemitters.

fierce bane
olive lynx
#

Hello everyone. I haven't been on the game in a while and was told that material changes don't appear in mirrors anymore. Which is kinda of a downer because that's how I reviewed my gestures in game instead of bothering people. Can anyone tell me why the change was made. Was it due to performance issues? Also is there a chance that it could possible come back in future updates? :) Thank you!

fierce bane
#

@olive lynx As far as I know it's a bug that hasn't been fixed.
I can't think of any reason to purposely remove material changes in the mirror for the local player only.

olive lynx
#

Oh, I gotcha. Thank you @fierce bane for the help! :)

fierce bane
#

Same thing for particle effects in mirrors btw, others can see it but you cannot.

brittle granite
#

these are all 3D mesh blocks

azure horizon
#

hi

spice urchin
#

does that use shaders / animations

#

u could also just make that entirely shader only

#

and have the shader basically play tetris randomly

last mica
#

anyone have a few idle animations i can have for my avatar?

brittle granite
#

its hand keyed with actual mesh

spice urchin
#

ye ive seen people do that before tho with shaders or at least similar things

brittle granite
#

idk how to code

#

im an animator

spice urchin
#

one person had a very simple game that played on it

#

dont remember if it was asteroids or caterpillar

last mica
#

anyone have a few idle animations i can have for my avatar?

spice urchin
#

stop spamming

#

also google

last mica
#

stop talking about random things in animation chat

spice urchin
#

theres plenty on places like mixamo

brittle granite
#

😒 we are talking about animation in the animation chat....

spice urchin
#

i been learning 2 do shader code stuff and tried 2 make a game u could control with animations changing the properties

#

but didnt work very well cuz collision stank

brittle granite
#

well i do have the first line removal done.... i can just keep adding to the animation lenght indefinatly

spice urchin
#

ye but how long it gona take 2 animate liek 1 hr worth of tetris lol

brittle granite
#

🤔

spice urchin
#

also removal shifts thing down u just kinda deleted it

#

idk if on purpose

brittle granite
#

yeah i haven't done that yet, i have a series of single blocks to use as object replacement

spice urchin
#

o that ez just make the bottom part inactive

misty tiger
#

you could always go for an all-clear if you're lazy

spice urchin
#

yea but then it not rlly tetris

misty tiger
#

it is

#

all clear is when you clear the whole board

spice urchin
#

yea but didnt use nearly enuff pieces

#

just offering suggestion cuz that what u asked 4

misty tiger
spice urchin
#

also they didnt perfect clear

brittle granite
#

yeah. my plan is to have this play on loop with some sort of all clear for the looping. (Eventually when i animate enough of it)

And then i have to make the BATTLE tetris. Basically an emote over ride that plays this:

https://youtu.be/jREJaKHvUyU

AND BIG BEEFY ARMS APEAR ON THE SIDE OF THE BOARD AND START PUNCHING!!!

https://youtu.be/nhJ6h42Y9JY

spice urchin
#

o yea that reminds me

#

a friend of mine had a guitar hero avatar

misty tiger
#

@spice urchin i am SUGGESTING that he animates a perfect clear

spice urchin
#

and if they enabled an emote it would turn on crazy fast mode

#

playing super fast and loud guitar music with like a dozen notes per second

brittle granite
#

people i have the parts to eventually make all clear

spice urchin
#

ye

spice urchin
#

wait does unity have instancing

brittle granite
#

yes this is all from one fbx

spice urchin
#

if so it might actually be faster to just use the same 1x1x1 cubes instead of multiple meshes

#

i think that what u doing if they prefabs right

brittle granite
#

yes they are prefabs

nocturne token
#

is that real pikapity

spice urchin
#

?

nocturne token
#

he make animation on youtube

#

now he here

spice urchin
#

so

nocturne token
#

he cool

spice urchin
#
  1. not the chat for it and 2) cool so what
nocturne token
#

cool

#

how I add particles to animation

spice urchin
#

google

nocturne token
#

ok now its relevant so I can't get banned

#

bye

brittle granite
#

@nocturne token yes I am that animator. I came here with questions about efficiency in unity animations. And if my workflow was appropriate for the projec.

nocturne token
#

nice love your work, I hope to no longer disrupt

last mica
#

can someone help me whenever i change a material on an avatar it changes the material for everything else and i think they made it so 2 pictures make up the entire avatar and its annoying

nocturne token
#

if you go into the model on the assets

#

there should be a material panel

#

next to model and rig on the right

#

from there you can change materials that are in sets of more than one on one model

spice urchin
#

all material properties will be changed when animating them for a mesh

#

place them on a separate mesh

west vortex
#

Been trying to figure out how people do this, as I've made a couple avatars myself and would like to advertise them without having a massive floating billboard above my characters head. if you can help by providing a video or step by step tutorial on how this is done I would appreciate it greatly.

covert girder
#

@west vortex cylinder mesh + simple shader with UV scrolling and cutout

brittle granite
#

How long can an animation be in vrchat?

#

Like, if I animate an entire performance with characters talking and walking about.

I had this idea where I could make snow white type character that you can sing. Then all the little forest animals Coen out to join your singing. (Forest animals are animated character rigs with preset animations)

noble shell
#

Not hit the limit yet, have one that is around 15 minutes long ~ but it get quite slow to edit that in unity

#

then you can just use animator and string up even more to start other things soo there is a limit?

brittle granite
#

In the early days, I ran into someone in the hub that had a Hitler avatar and an emote with a MASSIVE Nazi parade with marching men, tanks, airplane flyovers in formation. It was super impressive on a technical level.

clear yew
#

Gasp it's petey

slim sparrow
#

Pretty sure there is no practical limit to animations

#

The only exception is that an emote can only be 30 secs or 1 minute long (forgot which) until the IK gets forcibly re-enabled again

#

But you can put it on a gesture or an emote toggle for example

fleet wyvern
#

I need some help, i want to animate a little dance for my avatar- but with the animator tools i can't get it back into T-Pose so i can animate better

abstract kestrel
#

You animate a second model

#

And move it over after

clear yew
#

coolvrcinvitereq vrcinvite vrcfriendreq

clear yew
#

if i want to have a large scale prop in an animation not move with me after i do the gesture, how would i do that?

spice urchin
#

rigidbodies

#

and reset the position with another gesture or something

clear yew
#

also i have an animation where i want to use a different avatar mesh from the normal one in an animation (as my main, like i could control it and such) and then change back to the normal one during the animation. is that possible?

hollow perch
#

Rig two meshes on the same armature, animation disables one and shows the other. Or, shape key to morph between them. If you want visemes on both, Your facial expressions need to be on a separate mesh that stays active (best if called Body): you can only have one mesh set as avatae visemes on it so you would have to use something like a shape key to morph it if you want visemes on both

red mortar
fleet wyvern
#

i need some help on makeing a perfect spin animation ;')

clear yew
#

im trying to get a particle system with just an image on it that has a transparent background but it does not show up transparent in the particle effect. does anyone have any solutions?

median orchid
#

There's a few things you can do for images on particles,

#

though the best one to mention would be simply putting it on the 'Particle' shader via 'Particle - Additive' or something similar to those lines.

fierce bane
#

you'd need a different shader, or to adjust the texture to be what you want.
Use sprite instead of particle additive if you want it to be a set color, as additive ADDS to what is behind it

#

make sure the texture has alpha is transparency, and is set to either transparency or greyscale depending on the way your image is set up.

clear yew
#

if i set an animation to an emote slot does that lock my avatar in the animation? if so is there a way so that i could trigger an emote and still be able to move around?

slim sparrow
#

Emotes lock you, yes

#

Gestures are the only way to trigger animations while still allowing movement

clear yew
#

Hey, so I got 2 meshes to act as a blinking animation instead of shape keys, does anyone know how to implement that?

spice urchin
#

just use shape keys anyways

#

unless u feel like making them blink with animators just use shape keys, no other way to do vrchats blinking (other than shaders etc)

neat totem
#

is there a way to work around playing mp4 videos on avatar animations? i have a phone models and i recorded Spotify on my phone irl and i want to have it on the phone model while i paly the song but it says that its going to remove it when i upload the model? why

clear yew
#

It has too much curve to work around

#

I'd need like multiple shape keys just to get it to work

spice urchin
#

that should be fine in game

#

the actual blinking motion takes like less than .1 seconds

#

u can also try moving the lids a bit more forward so that theres less clipping

#

also y the eyes not fully open

clear yew
#

Because then I'd have to displace a whole lot more polygons

clear yew
#

@spice urchin Alright, let me ask you this. Do I just need 2 shape keys for left and right, or do I need 4 for Left Top, Left Bot, Right Top, Right Bot

spice urchin
clear yew
#

already on that page, I'm just wondering if I need them all

spice urchin
#

u need all 4

#

no one said they need to be weighted to anything

#

if u have any eye tracking bones

#

it will use the first 4 shapekeys

#

so u better have something there

#

and the first 2 are blinking, last 2 are just whatever

#

but they are not part of blinking

clear yew
#

ok

spice urchin
#

example

#

i just usualy make it like a smile and eye raise just bc it subtle and shows up every now and then

#

here another example

clear yew
#

Am I able to get Eye Tracking if the iris is on a flat texture? I don't exactly have spherical eyes

spice urchin
#

also there are 3 ways to have eye tracking

#

1: rotating eyeball

#

2: rotating/sliding iris (over a hole)

#

3: moving texture (make ur own shader or use someone elses)

clear yew
#

Yeah, I'd need the 3rd option

spice urchin
#

i mean u could always just use clever weightpainting also

#

there are ways to weight paint things so then when the bone rotates it has a sharper falloff than simple spherical rotation

clear yew
#

@spice urchin

spice urchin
#

well thats where floating iris is useful

#

on my charcater theres a hole

#

u can have an 'eyeball' that doesnt rotate

#

and rotate the thing in front of it

clear yew
#

Do you have any tutorials I can use?

spice urchin
#

not that ik of

clear yew
#

Would you be willing to assist at all?

#

Like in call or something? @spice urchin

spice urchin
#

making my own avatar and putting on vrcat so can play 2day

clear yew
#

Another time perhaps?

chilly vapor
#

animator blink would probably be the easiest. Depending on how you want to do it, you can do the multiple blend shapes or go the nintendo route with different eyelid states being a different mesh that get cycled through in less than a second

reef nexus
#

In your case Jim, I would do bone based animations for your blink and set it to your idle animdation.

quasi chasm
lavish kelp
#

dose anyone have a vid of how to copy/move a animation effect from one avatar to another in an easy way almost all the vids ive seen on youtube are on how to make new animations

#

thanks if you can help

clear yew
#

You just go to the animation you want to copy and do the shortcut to select all and then ctrl c and go to your animation and select what place your want to paste. (Put the time at a time you want) and hit ctrl v

fluid crescent
#

I need some help,i made a spawn animation where i jumped from the sky.The animation worked fine,but after it my model is just frozen.

covert hawk
#

So i'm trying to make an animation where the models disappears and 2 other appear and dance.In unity in works fine but in VrChat it just appears for a second and then nothing.Also this animation is done with the emote menu not as a gesture.

molten plover
#

I hope this is the right place to ask for help. I create my animations in unity with UMotion which allows IK rigging and everything to it and since my animation is quite large, exporting loading it in unity's standard editor lags it out so much that it's not possible to edit anymore. Apparently the standard editor can't really work well with IK movement so it visualizes it with key frames after each frame which makes it lag so much - but not in play mode! any help on how to solve the lagging issue?

red mortar
#

https://www.youtube.com/watch?v=sbL9k0VA4OY So I'm attempting to do 'infinite' gestures. I plan to spawn a certain instrument with a left handed gesture, and use right handed gesture to begin a song. I have almost everything set up besides the multiple gestures part. I'd like to know if this video does a good job explaining it, if it does, great, the only problem is right at the beginning he mentions something called 'multi-tiered gestures' and I don't know anything about that ; u; If its not a good video and you know of an easier way, please lmk! Here or in DMs, please!

I explain how to create a potential infinite amount of gestures using an animator state machine. ========IMPORTANT======== Thank you Bertrand Steenhaut for t...

▶ Play video
honest quarry
#

How do I add sounds and effects to an animation?

sonic coyote
#

@honest quarry put a audio source onto your avatar if you put it on a body part/object it will come from that part and then put the audio you want into that audio source, and just make the animation toggle that audio source

honest quarry
#

@sonic coyote thanks for the help

sonic coyote
#

😄 vrclike

honest quarry
#

Also how do I add an effect to a weapon that I hold?

red mortar
#

@Himeki#2865 sorry about the random @, but remember a little while back you showing something almost exactly like the 'multi tier gestures'. Is you set up the go to and this video jist basically adding more than what I need?

#

Is your set up*

#

Aaaaand theyre gone o:

fierce bane
#

@red mortar No I'm still here, not sure why that didn't ping...
The one I mentioned before avoids the "if they're not looking at you/haven't loaded you/joined later" Desync, but is more limited and requires two gesture holds at a time, so no combos like firing a held gun (unless you're switching between hold/hold-and-fire I guess)

ruby canyon
#

Anyone know how I can fix the issue of adding a fbx dance animation into Unity (specifically the Onegai Darling dance) into Unity but the Hip/Waist will not rotate or move when put into Humanoid rig. Does anyone have any solutions to this issue? Thank you

red mortar
#

@fierce bane so like with youre sets, i could have left hand fist + right point/thumbsup/or rocknroll be a set of 3 combinations gestures, and have left hand rocknroll + rightpoint/blah/ or blah be another 3 set combo for a gesture and so on?

fierce bane
#

you'd pick which ones you want to use for the actual gesture and keep it the same between all of them (for example Rock and roll, point, and fingergun being your gestures)
And you'd pick what you want to use to toggle betwen them (for example Idle/thumbs up/openhand for the groups)

red mortar
#

Okay i gotcha, well that does seem like its what im looking for. I don't want to take any more of your time with teaching me all about it, but if you know a good video or forum post about it, i think if I know how to start and with what components, i can figure the rest on my own o:

fierce bane
#

set 1 (idle gestures) are enabled by default.
Whatever you want to hold to trigger the second set enables that group and disables the first.
Same for 3rd group (if used). except that it enables the 3rd group instead

#

I can't really make it any easier without video. But you're just using a gesture to enable/disable several things instead of having it enable just one thing (pull out a sword or gun for example)

#

like in this link, Idle would be "GestureSet1" and the fist and point would enable all 3 of their named items, triggering a sword (S1), gun (S2), and fireball (S3) on fist depending on which was held or none held (examples, they're just bempties there)
While point does something else, maybe facial gestures
https://i.imgur.com/GUm75AM.png