#animation

1 messages Β· Page 103 of 1

rancid valley
#

that i can do because my legs are non existant

slim sparrow
#

Well actually I think it'll be fine

spice urchin
#

o then if u dont have legs then what r u talking about

#

just make fake leg bones

rancid valley
#

it doesnt bounce tho even with the "Fake" animations

slim sparrow
#

You need fake leg bones either way. If you have no legs at all, can't you just make fake leg bones that are way below the model?

rancid valley
#

i have fake leg bones

slim sparrow
#

It won't bounce because the whole thing is just offset upwards

spice urchin
#

then what the issue

rancid valley
#

When i dont do anything "Idle" starts and puts me a foot below the floor

#

but then again im using the same animation for idle like running forward

spice urchin
#

probably bc again of the custom idle animation being fake?

rancid valley
#

but running works

slim sparrow
#

If you override the idle animation with nothing, that means Root T is 0

rancid valley
#

but idle doesnt

slim sparrow
#

Set Root T.y to 1

#

To raise your hips up

spice urchin
#

also is this a generic avatar then?

slim sparrow
#

The default idle animation should already have proper root

rancid valley
#

if i change root y to 1 it puts it to a random numbr lower

slim sparrow
#

Yeah it will

#

That's the only issue

spice urchin
#

u could make this humanoid and use default animations if u have fake bones for everything else u dont have

slim sparrow
#

Just edit the animation in your assets

#

Rather than on the model

rancid valley
#

what you mean by assets?

spice urchin
#

text editor on the .anim

#

assuming ur project settings are set to compile assets as plain text not as compressed/binary file format

rancid valley
#

Wait a second

#

in unity configure settings it was below the floor eventho in the scene it wasnt and before i added the animations it didnt do it either

spice urchin
#

what kind of model is this anyways

rancid valley
#

cant seem to post it

#

weird

#

this

spice urchin
#

o then i dont really see y u cant just

#

use a humanoid rig and the default animation sets

rancid valley
#

because it has wobble movement

spice urchin
#

as for the robe part, u can try adding a bone as a parent to the hip

rancid valley
#

i wanna silently hover

#

im checking right now if the configure tab hip change did something

spice urchin
#

well u can also replace all ur movement animations with the same exact animation using overrides

#

if u dont have vr it would look dumb but

rancid valley
#

It actually worked oh my god

#

finally

#

i have vr no worries

#

i do know how stuff works with vr, without it and full body^^

#

its just im not experienced with movement of avatars

#

Thanks both of you

#

really appreciated

honest quarry
#

Can anyone tell me how to use world particles and collisions?

unreal basin
#

Hey @hollow perch is there any youtube video for tutorial how to create ur own camera for creating that u suggested??

icy crow
#

How would I go about changing the scale of a user when they sit down on my avatar chair?

spice urchin
#

u can try scaling the avatar objects transform properties, the armature, or the hip

#

meaning u need a custom animation controller

icy crow
#

is there no way of doing it with a normal animator controller? Changing the mesh scale or armature scale doesn't work normally

spice urchin
#

U cant move the viewpoint

#

and if u do it will move the viewpoint low but the scale will be bugged

#

like the visual scale

icy crow
#

I'm not too worried about how the scale looks locally

#

But I've seen some avatars that have seats that scale you down

spice urchin
#

yea u need custom anim controller for the seat

#

no other way 2 do it

timid prawn
#

like putting a chair and edit the hips high of the small avatar?

olive yacht
#

Is there a way to create a link between specific bones in an animation? Like say I have a bone attached to the chest, but I want it controlled by the hand for a gesture, what would I do to make that happen?

spice urchin
#

use rigidbodies

#

and have some other animation reset the position of the bone

#

or just hide the mesh the bone is attached to

void kernel
#

You could make animation in Blender because it allows to do that easily

#

as for Unity, I'm not sure because I'm looking for an answer too πŸ˜›

#

is there a limit of how long can animations be? I think it was something like 32 seconds?

#

tbh Unity's animation window feels like it's at the bottom of the devs' 'to-do' list

clear yew
#

Animations can be how ever long you want them to be atleast in unity. But in vrchat animations on emotes have min timer where you have to hit the emote again to continue playing it normal without errors. The reason for this is so that you don't get stuck in a endloop animation.

#

@void kernel

void kernel
#

I'll check it out later, thanks

#

Do moving particle effects cause nausea in VR users here?

slim sparrow
#

No

#

Although I'm glad you're considering it

#

Particles generally don't cause nausea, but bright effects might hurt eyes a bit

spice urchin
#

shaders are the main source of nausea

#

specifically: filter, effect, or full screenspace shaders

#

filters and effects can create a desync between head movement and what the user sees in the game, as well as shaking and distorting their vision.

#

some full screenspace shaders also induce nausea if they seem 3d but move with the persons head

void kernel
#

well I hope to get oculus this weekend so I can try my animation myself

#

I'm trying to make it epic, but at the same time not too spammy lol

brittle flicker
#

Is there a way to make a particle system emit another particle before any prior emissions are destroyed (and without destroying those ones in the process)?

void kernel
#

to emit a new particle before the previous one dies?

#

just play around with either rate over time or bursts, depending on what you need

#

it's in the Emission tab

slim sparrow
#

You can either toggle just the emission module on/off, or use an unparented subemitter trick along with bursts to activate one "burst" per animation activation

#

The former works fine for rate over time, the latter works fine for bursts

onyx agate
#

Is it possible for an emote animation to actual move the user (lets say my animation is the avatar running forward ,face planting and then standing up)

hollow perch
#

As far as I know there's no way for an animation to actually move the user. Only thing I know is Chairs can move the person who sits on them in certain cases; and collider based flight. But while an emote is running I think movement is locked

#

In VR you could position yourself in your playspace such that you will be at the end point of the emote when it's done

#

(Or use playspace mover/adv settings if your playspace isn't big enough)

onyx agate
#

ok guess just have to have the faceplant as a gesture and a custom stand up as another

hollow perch
#

That could work...depending on how you do it you could activate a separate body mesh and even use a joint to lock to world so you can move to the stand up point before activating the next gesture

crude valve
#

Hey does anyone have a tutorial to upload custom emotes to other avatars when i try (and i have been for hours now) it doesnt let me upload and yes i have permission to upload

fierce bane
#

@onyx agate you CAN move your avatar with an animation, however only the character will move. Your actual position and name tag won't move. So when the emote ends it resets to you.

#

You could technically use a collider to shift your position like how flight works, but it wouldn't be predictable enough to reposition with the emote

tranquil parrot
#

can anyone help me with animations

#

like im struggling with basic shit

void kernel
#

What exactly are you struggling with?

copper bramble
#

Can anyone tell me if the animation controllers have changed? I swear the drag and drop system was still in place, but even with a fresh SDK install and unity 2017.4.15f1 - it doesn't show the areas to pick animations or drag and drop them. https://i.imgur.com/bA6kHkg.png It simply shows the ability to open the animator and that's it.

copper bramble
#

Never mind me, I'm an idiot who forgot the naming conventions.

orchid wasp
#

What’s max frame limit or is there one

blissful wedge
#

Hey guys, I have a question

#

How do I create spawn animation? Ok the real question how do I have animation at spawn without it carrying on...

covert girder
#

@blissful wedge try to add Animator to something inside the model, and use not loop animation from Entry state, i think it work like that

blissful wedge
#

Ok thankyou @covert girder

spice urchin
#

keyframe limit? not rlly but it gets laggy after a while

abstract kestrel
#

is it possible to sit in your own seats?

spice urchin
#

no iirc

#

u can however grab a world seat and sit in it while holding it

or sit on someones avatar while they sit on urs

#

still glitchy

olive yacht
#

Someone had told me a few days ago a rigidbody can help move a bone for a gesture. My character has a stethescope attached to the chest bone, and I want to move it with my hand during a gesture. How would I use the rigidbody to achieve this, or is there another alternative besides making it its own mesh?

hollow perch
#

You can move bones same way as meshes. Make a child bone in blender and weight paint to that.

olive yacht
#

I'm not sure what you mean. Weight paint the stethescope to a bone attached to the hand?

hollow perch
#

Yeah

olive yacht
#

Wouldn't that cause it to move with the hand though?

hollow perch
#

And you can put a rigid body in that bone

olive yacht
#

Even when I'm not using the gesture

hollow perch
#

Bones are just game objects

olive yacht
#

Oh, you apply the rigidbody to the bone itself?

hollow perch
#

You can

#

Or put it outside on the chest and rigid from something in the hand that you activate

olive yacht
#

So, say, I put an empty gameobject in the hand. I make it only active when gesturing. Would I then make the rigidbody move the stethescope to the empty gameobject when it's active?

hollow perch
#

In vr you would first physically move your hand as if to pick up the stethoscope

brittle flicker
#

Is it possible to test blend shapes in Unity?

olive yacht
#

I'm still relatively new to this, so I'm not sure how to go through this process. Would I need to attach some sort of script to the rigidbody controlled bone?

hollow perch
#

@brittle flicker skinned mesh renderer has. Blend Shapes submenu you can open up. Shapes are in % so set to 100 to test

#

You can hold click the shape name and drag your mouse left and right (works for interactively changing any value in the inspector)

brittle flicker
#

Where is the submenu at?

hollow perch
#

Fixed joint or configurable joint on a toggleable object .

#

Like a line with a ➑️ Blend Shapes

brittle flicker
#

Oh. I feel dumb.

hollow perch
#

It's a terribly confusing UI, it's not just you

clear yew
#

Im having a issue where I hit preview on animation and edit the rotations of bones. The bones go back to their original rotation. Some times it works but after I hit preview or click off of the animation file is goes back to the original rotation where the animation values return to the original ones before the animation. I tryed editing the animation by not hitting the preview button, hitting preview button, and the red record button. What I tried to do to fix it was create a new .anim, a new controller, and a new dupiclate

ionic nova
#

shift+d to duplicate anim file

void kernel
#

@olive yacht rigidbodies are used for calculating physics and detecting collisions. I don't think it's useful in this case? If your stethoscope has its own bone and it's attached to the chest, then you can just animate it along with your hand movement. If you make it a child of the hand then you're right, it will move every time the hand moves

#

It either has to be a separate mesh or a separate bone to animate it

#

Or a blend shape :P

gray spoke
#

~~How can I make an object in my hierarchy visible with an emote? (not gesture)
For example, I want an emote to make my avatar's flame wings visible. I've seen some avatars have emotes to enable/disable markers, particles, etc.
How do I do this? Just to make the wings (actually a prefab off the unity store) visible when I do the emote, so I can turn it on/off whenever I want, unlike gestures, which would make them turn off if my gesture changed.

I've also posted this on #avatars-2-general but this also has to do with animation, so I thought publishing it here would probably get some more help.~~

EDIT: Found a method, thanks Lyuma!

clear yew
#

Is there a way to get a prop I enable in a gesture to stay in one place while I move around?

slim sparrow
#

Yes, put a fixed joint on it attached to nothing

#

Also put an animator on it with apply root motion and any controller

clear yew
#

Do I remove the rigid body? @slim sparrow

slim sparrow
#

No, it's necessary

#

Leave the rigidbody as-is

clear yew
#

Or do I just need to make a random controller and add it

slim sparrow
#

Just add any controller. It doesn't matter.

#

You can make your own if you want to

clear yew
#

ooo okay, thank you!

slim sparrow
#

The animator part is necessary due to a new bug introduced in the Unity 2017 update, where other users will see the object still move with you until you stop walking.

#

I recommend making prefabs of this kind of stuff

#

I need to fix up my world object prefab, because it's not quite easy to also make the world object reset its position when you disable it again.

blissful wedge
#

hey guys, if I have multiple animations , does this mean I need multiple avatar duplicates for each animation

lusty aurora
#

What are people using for a marker nowadays? The Marker master looks to be outdated

void kernel
#

@blissful wedge nope, you can use multiple animations with just one avatar

blissful wedge
#

@void kernel thanks

spice urchin
#

if u mean for animating purposes

#

u can just keep removing the controller or changing its clip

blissful wedge
#

Ok that sorted cheers, but theres another issue. Sorry lol

#

I'm on the show build control panel

#

it wont let me upload, as it states " following component types are found on the avatar : csLightIntancityControl

void kernel
#

do you use any custom scripts or light sources on your avatar?

blissful wedge
#

yes

#

I got multiples particle effects

#

both needed for the two animations

void kernel
#

so you only use particle effects during animations?

blissful wedge
#

yes with addition to audio sources

spice urchin
#

no custom scripts are allowed

void kernel
#

then you should disable gameobject with your particle effects and turn them on at the start of your animation

spice urchin
#

only the whitelisted scripts like dynamic bones and final ik scripts

void kernel
#

so it should be grayed out in the hierarchy before uploading

#

and then you just enable it when your animation starts

blissful wedge
#

They are already greyed out , I think its the script that is causing this issue

#

would deleting it , solve it?

void kernel
#

what script do you mean?

blissful wedge
#

I solved it

void kernel
#

because just like the doggo said, only the whitelisted scripts are allowed

#

oh, how?

blissful wedge
#

it was a custom script for the light effects

void kernel
#

ah, there you go

blissful wedge
#

i deleted it

#

Thanks for the helps gus

#

guys

void kernel
clear yew
slim sparrow
#

I already have mine fixed, thanks though

clear yew
#

πŸ‘Œ

clear yew
#

@clear yew bless you ;~; thank you!

round crater
#

is there a proper tutorial for adding audio to characters in vrc? Ive used a couple but they have never ended up working.

clear yew
#

Can someone please teach me how to animate?

void kernel
#

Watch youtube tutorials

#

There's too much stuff to cover for just few sentences on discord

#

@round crater is your audio too low or it doesn't work at all?

clear yew
vapid spindle
#

not sure if this is the right channel to ask but: how many "emotes" or "gestures" can you do on one controller?

spice urchin
#

literally its called an "animation override"

#

override

#

u can "make" as many animations as u can slots

vapid spindle
#

yeah, that's what I meant

spice urchin
#

but u can also do neat stuff like cycling

vapid spindle
#

how many slots are there

spice urchin
#

and double activation

#

literally just check the animation override sample thing

#

has all the gesture and emote slots as well as movement and etc

vapid spindle
#

ok

#

you mean in the documentation?

spice urchin
#

and depending on if u want a different sitting one (typically never different gestures)

#

no

#

theres a sample asset for overrides that everyone uses

#

cuz it has all the slots there

vapid spindle
#

and that's easier than just telling me a number now? >_>

spice urchin
#

bc i don't know the exact number

vapid spindle
#

I don't have the SDK set up yet

#

ok

#

that'd would have sufficed

spice urchin
#

think its like 8 gestures and 8 emotes

vapid spindle
#

okay

spice urchin
#

and then some number of walking animations

#

but again heres the thing

#

filling up slots means theres less u can actually "do"

#

so the goal is 2 use as few slots as possible and do the most simultaneously

#

or at least still be able 2 do actual gestures without always firing something off

#

cuz especially in vr it gets annoying when u literally have no hand gestures anymore or always accidentally spurt off particles

vapid spindle
#

yeah, makes sense

#

I was just curious aboout how many facial expressions/finger gestures are max available

spice urchin
#

so yea ppl do stuff like emote toggles, double activation, cycling, etc toggling, combos,

vapid spindle
#

ok

spice urchin
#

there are no "facial expression override slots"

#

and again ur replacing them and u cant rlly make it so u can still use them unless u set it up in specific ways

clear yew
vapid spindle
#

ok, thanks

#

so these Emote1-8 are the things you trigger by touching the touchpads (on Vive controllers)?

spice urchin
#

again its in the sdk and u use it for making overrides so when its done downloading it u can see them urself

#

no they are literally the emotes in the emote menu

vapid spindle
#

oh

#

ok

#

ah

#

there they are

#

handgun and stuff

spice urchin
#

like i said, 8 emotes and 8 gestures

#

or 7 gestures maybe

vapid spindle
#

yeah, the terminology is a bit... ambiguous

spice urchin
#

also handopen and fist are typically the 2 off-limits slots

vapid spindle
#

figures

spice urchin
#

handopen triggers every single time u let go of anything

vapid spindle
#

yeah

#

makes sense

spice urchin
#

fist triggers every single time u grab anything or make a fist

vapid spindle
#

so fingerpoint, fist, handgun, thumbsup, victory

spice urchin
#

yea but sometimes they can be used right

#

for example my friend had a very cute party favor

#

that they could choose how hard they blew into it and how noisy it was

#

using the fist gesture

#

but it was also a double activation gesture

#

so that only applied when doing the victory gesture simultaneously

vapid spindle
#

yeah, like my avatar has it where when you do flat hand + fingerpoint you can draw lines

#

and fist deletes the lines

#

anyways, thanks, it make sense now

clear yew
#

I usually use finger gun as draw but make to be animated as a finger point. So that I can point without have a line drew

spice urchin
#

i typically make my characters have double activation for drawing tools

#

so i would need 2 have one gesture active for both erasing and drawing

#

and another would switch which one

clear yew
#

Im adding that to my avatar because I like the idea

winter sundial
#

Why does it say "Skinned Mesh Renderer.Blend shape.eyes_egao_cl (Missing!)" ? I know the shapekey is there

hollow perch
#

Can you show a screenshot? Also which object is this animator on?

#

Or just copy here what it has for the path and describe the hierarchy

winter sundial
#

I copied the avatar, then copied the shapekeys from the previous animation (I wanted to change the animation)

#

I just redid them now. It's a pain when you have 500+ shapekeys in random order though

#

As for the rest, I'm not sure what you mean

hollow perch
#

if a key is missing that either means the path is wrong or the name of the key is wrong. so I wanted to find out if your path was correct.

#

what shows when you press F2 with the (Missing!) key selected. Are all keys missing or just that one?

rocky pier
#

anyone know how to fix this ? im using final ik for 2 handed weapon.
you can see when i move the wrist... the gun does not follow the wrist properly

blissful wedge
#

Hey guys

#

I'm using particles effects in unity. But on everyone ive got pink squares firing out. I realise this is due to missing shaders. How do I add a shader to particles effects?

fierce bane
#

@blissful wedge shaders are controlled by the material in use by the particle effect, make sure it has a shader applied and the material you want to use is applied to the particle effect.

clear yew
#

also don't use asset store particle effects that use scripting, make your own using just the particle system

blissful wedge
#

Ok

clear yew
#

because the scripts will be removed when you upload

#

some asset store particle effects work fine in vrchat, you can remove all the scripts to test if they do

#

but if they rely on the scripts to change materials etc, they break in vrchat

left bobcat
#

Hello. I have a problem with world model. What is different in Unity 2017 when working with world models?

#

I have (e.g.) sphere on my characters hand. I made a joint for an object. Made a joint for a wrist. Connected them. Put the sphere in the object. Made a gesture for the sphere to appear. It doesn't appear in my hand in game.

slim sparrow
#

What do you mean "world model" exactly? An object that stays in the same place in the world? You will want a fixed joint connected to nothing for that.

left bobcat
#

Instead it's stuck in air.

slim sparrow
#

If you want a sphere in your hand, why use joints?

#

Just parent it to your hand.

fierce bane
#

if you just want an orb in your hand, attach it directly to the wrist, no need for joints

left bobcat
#

Well. I need world particles.

slim sparrow
#

Oh, I see.

left bobcat
#

Yeah

slim sparrow
#

Did you duplicate your avatar at any point?

#

It might point to the wrong "right wrist" if you're working on a duplicate.

#

Also about the particle system scripts earlier, a lot of scripts can be safely removed without compromising the particle system's functionality at all

#

Notably a lot of ultimate VFX ones

#

And War FX

left bobcat
#

Lmao

#

You are right omg

slim sparrow
#

Well there you go lol

left bobcat
#

That was so dum

slim sparrow
#

Also I recommend having the sphere actually parented to your hand, and only having the particle system inside the jointed object.

fierce bane
#

drag+drop is the best way to apply the rigid for the fixed joint, avoids that whole issue XD

left bobcat
#

Yeah

#

That is what I have.

slim sparrow
#

I had the same issue a while back lol

left bobcat
#

Still thank you.

spice urchin
#

well u can also use IK_Follower

#

since it was "fixed" and works in worlds where rigidbodies wont (combat / PVP)

round crater
#

@void kernel @clear yew thanks for the suggestions guys. turns out i was just being a tard and forgot to put the overide into the animations slot. derrr

violet moss
#

Can't seem to figure out how to make the animation receiver happy? I checked, animation is not legacy

#

Has VRC's PlayAnimation trigger been depricated?

spice urchin
#

cant tell u anything about or from that site (someone said bad place name and ask thing)

#

also that site is not allowed at all in this server so <@&385550615012573186>

#

its been pasted multiple times also check other channels

slim sparrow
#

@violet moss animation only does legacy.

#

If you wanna play an animation you should use animator state machines with an AnimationTrigger instead

thin flint
#

Anyone got a link to a video or knows how to create a particle effect system that once it collides with a object it will make a poof a spark effect?

spice urchin
#

use subemitters

#

on death

thin flint
#

Ahh Okay, after looking into as well I have a better understanding for the wanted effect, thanks for the information.

violet moss
#

Anyone have a link to a animator behavior property file?

hollow perch
violet moss
#

Thanks

icy hare
#

Hey guys, how do I create an animation that only works if another animation is currently active? There's this avatar I've seen that can take out a whip, and you can open your other hand to make a whip crack sound, but only while the whip is out. I'm trying to re-create something similar, for science 😏

hollow perch
#

You can stack game objects inside each other and one turns on/off the outer object (whip container game object) while another turns off an inner object (normal whip) and turns on a different inner object (Crackling whip)

icy hare
#

Oh I think I get it, so both animations would technically show the whip, but because they're in the same spot you can't tell, except one of those animations makes the cracking whip sound?

#

If I understood that right

hollow perch
#

Not quite what I meant. You have two whips. One is always turned on and one is turned off. One animation switches which one is on. For the main show whip animation, put both whips into another empty game object and uncheck that whole game object and then have your animation show it

quasi hinge
#

Wouldn't you just enable an audio gameobject under the whip gameobject?

icy hare
#

Haven't tried again yet but it sounds a bit confusing

#

Not sure I get it though

fierce bane
#

@icy hare It's easier than you think.

Whip
   |- Audio Source

Whip and Audio Source would BOTH be disabled by default (unchecked in inspector top left)
One animation to hold the whip is enabled by one gesture (say fingerpoint for example)
And another animation enables the "Audio Source" to play the sound (maybe finger gun for example)

So if you are holding Fingerpoint (whip), Finger Gun (audio source) can be used to make the crack sound
but if the whip is not enabled, the audio won't be either, so only pressing finger gun (audio) will not play the sound

icy hare
#

That makes more sense, thanks man, I'll give that a go

fluid crescent
#

I want to change material on animation,I click record button and drag material to body,but ingame it doesn't happen

torn pawn
#

doesn't work in mirrors

fierce bane
#

It works for everyone but yourself in mirrors

#

so someone else could verify for you...has been an issue for some time now

clear yew
#

unless you use a seperate mesh or play around with layers

#

or view yourself in holoport mode

#

holoport mode you can see your material changes

worldly drift
#

sup guys. so i have a slight issue with my audio source. i can hear the audio fine, but others cant. any idea what im doing wrong?

#

guessed this would be the right place to ask since its on an animation anyways.

clear yew
#

put an animator on the audio source

worldly drift
#

πŸ€”

clear yew
#

yes

#

dont abuse it

worldly drift
#

i would love an explanation though

slim sparrow
#

Kuro doesn't really understand, don't worry lol

clear yew
#

even tho i do

slim sparrow
#

I can't imagine why it wouldn't work ingame only for others @worldly drift

#

Which trust rank are you?

clear yew
#

you force the values with the animator component

slim sparrow
#

Kuro you don't even know what the issue is

worldly drift
#

oh even friends cant hear it

clear yew
#

animator component is the best thing ever

slim sparrow
#

You have an unmodified SDK right? Messing with certain audio properties makes it no longer work

worldly drift
#

im not messing with modified sdks

slim sparrow
#

Your SDK should be up to date as well

#

Since they did some audio changes a long time ago

worldly drift
#

well yeah i had this issue since ive first made this avatar. i was able to hear the sound fine, but others wouldnt at all.

slim sparrow
#

If you have an ONSP Audio Source component on the audio source, remove it

#

Make sure the object is not called "Audio Source"

worldly drift
#

will do, aight

slim sparrow
#

And if that still doesn't work, post a screenshot of your audio source settings

worldly drift
#

i was about to try linear rolloff but i think vrc changes that to logarithmic anyways eh?

slim sparrow
#

It changes to a custom rolloff

worldly drift
#

oh k

slim sparrow
#

Make sure the min distance is set to 2 and max to 30

worldly drift
#

oh i had min set to 0 so far

slim sparrow
#

Yeah that might be the issue

#

You should set it to 2

#

Min distance 0 means that the falloff will start immediately

worldly drift
#

aight, ima test it. deleted the onsp source as well

slim sparrow
#

And will make the sound almost inaudible from further than a few centimeters away

worldly drift
#

oh i see

twin sinew
#

so like im having an issue with trying to get this effect
https://gfycat.com/DishonestPoisedDeermouse
i have absolutely no clue how to make a gesture draw the portal like a marker, then when the gesture is released stop drawing it, but it stay
im pretty sure it'll have something to do with a world particle inheriting velocity from a gameobject, but a fixed joint doesn't actually have any velocity, so it doesn't do anything
anyone know how to do this?

clear yew
#

grabpasses are fun

#

If you've seen that world avatar with the 3 mirrors surrounding it that changes based on which you're looking through, its the same effect essentially as there, just the material with the grabpass is on a trail instead of just on a 3d object @twin sinew

twin sinew
#

oh, that's not really my issue i think

#

i'm trying to get the trail to draw and stay in the world

clear yew
#

oh

#

A way you could do that is with an animator on it itself

twin sinew
#

everything else works fine i just cannot get the trail to work for the life of me

clear yew
#

that sets the lifetime of the trail to like infinite

twin sinew
#

oh yeah i got that

clear yew
#

Then you can also have it detach from hand

twin sinew
#

oh?how

clear yew
#

One sec I need to confirm a few things

twin sinew
#

alright

clear yew
#

Im thinking if you put the trail attached to a particle

#

then use an animator to change that particle into world collision

#

while also making the trail have infinite time length

#

but i cant remember if you can change sim space with an animator

twin sinew
#

wait you can just change the simulation space?

#

hold on i can test that rn

clear yew
#

yee

twin sinew
#

if you can actually do that it would make life so much better

clear yew
#

if not then you'll have to time it with an animator entirely

twin sinew
#

ive been beating myself up with like, a million different ways of doing this

clear yew
#

like for example

#

timing it after idk, 5 seconds of trail, it spawns a new trail in the same space with a world particle

#

that'd make it stay

hollow perch
#

does a trail or line renderer work?

clear yew
#

but you'd need to animate the new particle trail in a single frame

#

or else it'd look spook

twin sinew
#

i see, i see

#

also you can't animate the simulation space

clear yew
#

ok so then

#

what you can do is

#

animate that particle moving in world sim

#

but just move your hand with it

#

to make it look as if your hand were doing it

hollow perch
#

there's something way too complicated going on here. @twin sinew what are you trying to do?

#

you want something that stretches? anything else or that's it

clear yew
#

@hollow perch they're trying to make a trail stay disconnected from hand

twin sinew
#

yea

clear yew
#

after they make the trail while its attached to their hand

#

Its defo possible

twin sinew
#

it is its just....complicated

clear yew
#

but its weird cus of keeping trails disconnected in world simulation space

#

is e

hollow perch
#

are you ok using a skinned mesh with two bones, and using a fixed joint to drop one bone immediately and use a gesture to set a fixed joint and drop the other bone later?

#

I mean trails are if you want a wavy line and all that

#

but it looks like you just want to connect two points?

twin sinew
#

i mean that would work i suppose

#

id much rather do it with a trail though if possible

hollow perch
#

but you're trying to move the other point with your hand until it is set right?

twin sinew
#

also another idea i had was like, making it a world particle with inherit velocity, bc that would totally work

#

yeah thats basically it

clear yew
#

the trail detaching is the hardest part

twin sinew
#

yeah i can get the trail to work fine it just wont detatch

clear yew
#

only way to make it detach

#

is if you disconnect it from your hand entirely

#

mid animation

hollow perch
#

why do you have to make it detach? just drop the fixed joint

#

the thing it is attached to has a disabled fixed joint, to detach just enable that joint ant lock it in world space

#

it's the same approach

#

though making this all work without fixed joints is an interesting exercise.... maybe better if you can figure it out I guess

clear yew
#

oh shit wait

#

idk if this is what you were trying to get at lyuma

#

but why not just get some fixed joints, make them the child of the hand

hollow perch
#

yes

clear yew
#

attach fixed joint to trail

#

disable fixed joint so trail can't track anymore

hollow perch
#

yeppers

twin sinew
#

oh!!! yeah

clear yew
#

so it might just stick in air

twin sinew
#

that could work yeah

#

but then wouldn't it offset when you disable the joint?

hollow perch
#

a skinned mesh renderer the way I described is basically a trail/line renderer with two (or more) points

#

why would it offset?

twin sinew
#

i dunno i remember having that issue before

hollow perch
#

sorry you would enable it so it gets locked to world

#

there's a trick with an animator + apply root motion + simple empty animation clip to keep it from drifting when you walk

#

like the jittering you get with fixed joints

#

to fix the offset, your first gesture or an animator resets the position to 0,0,0 while the fixed joint is disabled... or you "pick it up" where you left it to avoid the offset

clear yew
#

i think i've actually done this exact same thing on a previous avatar

#

lmao

twin sinew
#

hold on you kind of lost me

clear yew
#

They're talking about reset animations

#

so vrchat doesnt lose track of where it is for everyone

#

because if you're using something that is world bound multiple times

#

then over time the position of said object will be different for everyone

#

cus desync i guess

#

if you have a reset animation that puts the position of the object to 0,0,0

#

then it'll pop up there for everyone

#

every time

twin sinew
#

ah alright

#

hold on i need a second to wrap my monkey brain around this

clear yew
#

ye i literally have this on an avatar but its broke cus rigidbodies

#

just not the trail part

#

i have the fixed joints n stuff and the reset anim

twin sinew
#

okay so like

#

what im getting here is

#

the trail would be attatched to a fixedjoint outside of the armature right

clear yew
#

yes

#

wait lemme think

#

lmao

twin sinew
#

see if i could just get a world particle to follow the fixedjoint instead of the whole system this would work fine

clear yew
#

I mean you can do that

#

wait a minute

#

can't you make world particles follow your hand

#

wasn't there a method to do that

twin sinew
#

was there??

#

because thats like

#

literally what im looking for here

#

just like get a world particle to follow my hand and then stop doing it when i let go of the gesture

#

thats basically the gist of what im trying to accomplish here

clear yew
#

to keep the portal open you'd need to keep the gesture active at all times

#

unless you wanna get into toggleprops n stuff like that

#

with a gesture

twin sinew
#

i mean ive gotten it to stay open with the gesture disabled before so

clear yew
#

wait wtf

twin sinew
#

it just stuck to my hand

clear yew
#

why not just put a fixed joint on the world particle itself

#

and attach the fixedjoint to hand

#

then when you want the particle to let go

#

disable the fixed joint

twin sinew
#

keep the particle system enabled and just disable the emission by default nd then in the gesture enable the emission instead of the system itself

#

also wait can you do that?

clear yew
#

probably

#

give it a go

twin sinew
#

i thought you could only put fixedjoints on the system itself

#

which locks the particle in place

clear yew
#

idk if it'll work

#

but it might

twin sinew
#

WAIT

#

I

#

i did it

clear yew
#

?

twin sinew
#

i just changed the emitter velocity to transform

#

and the particle inherits velocity from the fixedjoint

clear yew
#

would that detach it though?

twin sinew
#

if i disable the inherit velocity

#

it would

clear yew
#

alrighty then

twin sinew
#

so like ill just say what i did for future reference incase anyone else is doing this

#

tl;dr have a world space trail on a fixed joint, change the emitter velocity to transform, and make it inherit velocity to the parent fixedjoint, have the inherit velocity setting disabled by default, same with the emission, and then in a gesture enable both

#

in theory atleast, it works exactly how it should in unity so

#

it works!!! its just really offset for some reason

hollow perch
#

I believe you can fix offset by adding an animator always running that sets position to 0,0,0. if you have a fixed joint activated, the fixed joint will override the animation so it will not actually reset the position until you disable it again

twin sinew
#

oh no i forgot to say i fixed it

#

i was just a dumb and forgot to re-disable something

hollow perch
#

oh cool. I must say quite a bit of what you did with inheiring velocity went over my head but it's interesting

twin sinew
#

it was super duper simple now i just gotta make the portal's background work properly

sturdy flint
#

I'm a bit confused, how do you override the animations for an avatars hands?

fierce bane
#

do you mean adjusting the hand itself, or just make a gesture do something like pull out a sword for example?

sturdy flint
#

Make a gesture

#

Like replaceing the rock on gesture with something else

fierce bane
#

like a peace sign for example? not enabling another object

#

do you understand the basics of the override or are you new to it

#

that's basically what I'm trying to ask...still waking up, my bad

sturdy flint
#

Well I know how unity animations work, but I just dont know how vr chat handles things

#

Like where would I put a gesture animation?

fierce bane
#

inside the VRCSDK/examples/sampleassets/animation is a CustomOverrideEmpty controller, duplicate that and move it to your avatars assets

#

when you select that you'll see slots for various gestures, emotes, and animations. Those are your override slots.

#

this controller should also be dragged into the standing/sitting animations (depending on what it is for) on your avatar descriptor

sturdy flint
#

Oh I see

#

Cool, thx for the help :)

fierce bane
#

remember that you cannot just move/rotate any humanoid component (fingers, legs, etc) and need to use the animator component to adjust it (or muscle editor for ease)

leaden rapids
#

I have an avatar blinking animation problem. These two avatars uses the same base model(same blendshapes, except the witch has a wand and a book blendshape), they use the identical blinking animation, identical animator components(placed in Body in the armature) but the avatar one on the left doesn't work. I remember it working at some point but one day just wouldn't. It plays in unity, and in the avatar selection screen but won't in-game.

fiery garden
#

I have a similar problem. The blinking works fine in unity, but in game only the left eye blinks.

icy crow
#

do you have an animation on the fist gesture?

leaden rapids
#

Nope

clear yew
#

remove cats blinking in blender

#

and use custom blink

leaden rapids
#

Neither of the two uses the blender blinking.

#

That's why I use the animator and animation components

slim sparrow
#

@leaden rapids Animation component does not work at all.

#

Legacy animations are gone

#

If you're using regular Animators, the prime reason for it not working is the emotes or gestures you have on it.

#

Make sure that not a single animation in your emotes or gestures touches the blink shape keys at all.

leaden rapids
#

I know legacy animations are gone, that's why I use the animator component that I placed on Body

#

It works for the witch avatar, so that's confusing

slim sparrow
#

Well one quick test, remove the custom standing/sitting anims entirely and see if that fixes it. If it does, you have the blink shape key being touched somewhere in one of your animations.

#

And you have to remove it

#

Even if the animation is not active it will lock the shape key

clear yew
#

my blinking animation works

slim sparrow
#

That's pretty much what I had released prefabs for from day one

#

And is also mandatory if you want to turn the blink on/off

clear yew
#

gimme your prefabs

leaden rapids
#

ooh that's weird... the blinking works now that I removed the sit/stand anims....

#

I have one animation use the Blink Happy blendshape, which I swapped to in attempt to fix this, so I have to swap back to the normal Blink, which was not used on any animation at all to my knowledge(can't remember, actually)

#

I'm gonna check if any of the animations uses the Blink blendshape

#

hmm nope, none of my animations uses the Blink blendshape, except for the animator i placed on Body

#

I could only find one animation that uses the Blink Happy blendshape πŸ€”

slim sparrow
#

Well if it works when removing the stand/sit anims, somewhere it is being used.

#

Check all of your emotes too, especially ones from external sources.

leaden rapids
#

The witch one uses the same emotes, so it's none of those

slim sparrow
#

You'll have to check the walks and idles too, pretty much everything

leaden rapids
#

I don't have any walks or idles animations. hmm I'm gonna try and upload the avatar with only one of the animations one by one and see which one it is to narrow it down

slim sparrow
#

And of course, make sure you didn't accidentally use "Blink Happy" in your blinking animation instead. It happens.

leaden rapids
#

Nah it was always using the Blink one, as I'm looking at my screen. I did swap to the Blink Happy just to try, but didn't do anything and swapped back

#

oh i'm so stupid, i thought I brought all the animations into the Animation tab, but I seem to have forgotten the Sad animaiton, and it indeed uses the Blink blendshape
Edit: stupid Dyno. anyways, now if I replace the blink with blink happy and upload it.......
Aha, it works! Thank you Rokk, I deeply appreciate your help ^^

sturdy flint
#

so I have this avatar with a gameobject on its hand that gets enabled from a override animation when I do a hand gesture, but sometimes it sticks around even when I stop doing the gesture. How do I fix this?

slim sparrow
#

Is it on Fist?

#

@sturdy flint

sturdy flint
#

no its on rocknroll

slim sparrow
#

Make sure all of your gesture animations are exactly 1 frame long. One frame at 0:00 and one at 0:01.

sturdy flint
#

wait so what do you mean?

#

wouldn't that be 2 frames @slim sparrow ?

slim sparrow
#

No, it's one frame in length, but there are two keyframes. A start and an end

sturdy flint
#

ohhh I see what you mean

slim sparrow
#

Yes

#

Well no

#

It should be enabled in both frames

sturdy flint
#

oh

#

weird, why not just have it all on one keyframe?

slim sparrow
#

That's just how unity's animations work

#

It does something else with just one keyframe. An animation is expected to have a start and an end.

sturdy flint
#

huh ok

#

cool thx for the help

#

yeah it works perfectly now

gleaming tusk
#

I'm looking for a shader that shakes the screen in an area, trying to make my fight animation look fancy

#

Anyone know the name and how to get it?

slim sparrow
#

In case it wasn't obvious, I was linking to a specific message telling you that you're not gonna get help here doing something that makes VR users sick. @gleaming tusk

hollow silo
#

So I have a animation for the gesture : hand open, and when I use the animation, the animation is suddenly triggered by all the other gestures. Does anyone know why this is happening? This is the second avatar that it happend to. I turned off loop time on the animation, if that could cause the problem tho, but that would be kinda wierd tho

slim sparrow
#

@hollow silo the animation is too long

#

It has to be one keyframe at 0:00 and one at 0:01

#

And none at 1:00 for example

hollow silo
#

oh...

#

How does people do animation when they can move their own avatar at the same time tho?

#

if you know what I mean

#

animation longer that 0:01

#

than*

slim sparrow
#

They enable another object with an animator on it

#

The gesture itself is 1 frame long long but the other activated object will animate itself.

hollow silo
#

ah, I see

#

ty for the help

spice urchin
#

wat lol

tardy abyss
#

So, I'm trying to achieve 'perfect flight'. I feel there has to be more than a single box collider under the avatar's feet (and toggled with an animation).
Though, I would also like it to be compatible with the way Windows MR controllers are (having emotes on the same touchpad as general movement).

#

If anyone would be willing to teach me (that only a handful have been able to master), please DM me.

left bobcat
#

Hello. I have a world particle. I've put it on object that is connected by joint to my hand. I don't see the particles ingame though.

#

Nothing seems to be a problem though. A joint is set correctly, the particle is a world one. The only thing that might be a problem is that a particle is not on an object that has a joint object as its parent.

#

The particle has a joint as a parent directly.

#

Anyone?

#

And yeah it's triggered by gesture.

brittle flicker
#

@hollow perch Sorry to ping you, but is there a way to make your mesh tools plugin affect only a certain axis when using the keyframe blend shapes merger?

cyan chasm
hollow perch
#

@brittle flicker hmm I can't say I understand what you mean....i feel like that's something better done in blender.
If you want to do it yourself you can edit the code and loop over the vertices for each blendshape and set the .x or .y you don't want to 0

brittle flicker
#

Ah, okay.

ruby thistle
#

is anyone here decent in unity animation? im trying to make my yeen grip a waterbottle, but i cant seem to get his fingers to move in the animator.

#

the only catch, is that it's one of those hyena avatars. so idk if his fingers are rigged or not.

naive niche
#

@ruby thistle sent you a DM

ruby thistle
#

thnks myguy

calm zenith
#

Could anyone help me change some of the default animations to custom ones, please?

rain reef
#

Are you talking about emotes or gestures

#

Aka, wanna go to menu and click on emotes or do you want to move your hands to trigger them

calm zenith
#

gestures I think

rain reef
#

In unity you have an avatar descriptor

#

What do you have in the Custom Standing Anims or Custom Sitting Anims slots

calm zenith
#

my character's name

rain reef
#

can you take a screenshot, upload it to a different discord server or an image hosting site, and link it here

calm zenith
#

What do you want a picture of?

rain reef
#

your avatar descriptor

rain reef
#

double click the custom standing anims slot

#

it should take you to the override controller

#

can you send me an image of that

rain reef
#

the actual contents

#

of the controller

#

its gonna change on the right

#

your inspector window will show what the controller is made up of

rain reef
#

Well the gestures are on there

#

so if you upload it like that it should be fine.

calm zenith
#

weird

rain reef
#

it has gestures on Handgun, Handopen, Rocknroll and victory

#

unless the actual animations are empty

calm zenith
#

maybe when it's not literally my first day using unity x.x

rain reef
#

This is probably one of the easiest things

#

in unity.

#

And if you dont put yourself on a challenge you wont learn

#

these things arent spoonfed easy things, they are not easy if you dont wanna learn.

calm zenith
#

And I appreciate that

#

and I've had this program for less than 3 hours

#

so

#

gonna take it alittle slower then that

#

And also it didn't work

#

reuploaded

#

animations aren't there

#

@rain reef

rain reef
#

All i can say is watch the tutorial and understand how animations work

#

its 12 minutes of your time

calm zenith
#

watched a tutorial

#

didn't help

#

hence why I'm asking people

#

x3

rain reef
#

Well we cant tell you more than what you learn in the tutorial

#

because thats the only way to do it

calm zenith
#

I'll work on it

hollow perch
#

Can you check the emote menu in vrchat and see if the emotes are there?

#

Also it's a bit unusual that you duplicated your override controller for sitting and standing. I would put the same in both as it's less confusing

#

Final thing to check: when making animations you duplicated your avatar. Are you sure you put the override in your original avatar (I would delete your duplicates for a bit)

rain reef
#

@hollow perch Its a downloaded avatar from the unholy website

#

He didnt make the anims.

#

Thats why i told them to make the anims themselves

hollow perch
#

Ok fair enough, you need to go through that process

abstract kestrel
#

So I'm still failing to understand this world anchor

#

@venom wolf 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

#

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)so when it resets the anchor to 0,0,0 it locks it back to where it should startand the child is the anchor which is set to 0,0,0 on position and rotationyou position the game object above it where you want it to beyes, that's why you have the animation resetting the world object to 0,0,0 (because that is LOCAL not based on the world)so you can "stab" it into the ground and release the "held sword" gesture, switching to the "stuck in ground" gesture

#

I'm so cobfused

brittle granite
#

πŸ€” how long can an emote overide be? I know IK snaps back after a minute. but is there a way to have the emote spawn a stage and then i act out with my body what I need to do? (i have full body tracking)
I was wondering if i can do some sort of Paper Mario Battle stage with all the gimmicks of attacking.

#

πŸ€” or i sing like a disney princess and all the woodland creatures come out and gather around

torn pawn
#

there's couple ways to do it, one would be to use an emote that spawns a world object stage

#

look up xiexe inventory system

spice urchin
#

i mean just u can just use a gesture also

#

either or

brittle flicker
#

Is there a way I can modify a shape key so that it only affects certain vertices or bones?

#

I have a blink shape key, but it works for both eyes. I want to "split" that shape key into two new shape keys for each of my model's eyes.

pastel island
#

dunno but if you have bones for the eyes you can simply make a new blink morph

#

most faces should deform correctly to form a blink morph if they have bones

spice urchin
#

just use blend from shape tool

#

after making 2 of the same shape key

#

u select one half of face and blend to basis

#

etc

brittle flicker
#

Ah, thanks.

#

I just had to make a new vertex group, select the vertices I wanted to change, and assign those to the vertex group.

#

And then use Blend From Shape.

spice urchin
#

u dont need 2 do that but sure

brittle flicker
#

Is there a way to get eye tracking to work correctly on models with non-humanoid heads?

spice urchin
#

not if u make ur own shader or animation to mimic it

fierce bane
#

@abstract kestrel I've tried a few ways to explain it as well as listing what needs to be changed where. I'm not sure how to put things any other way.
Ask specific questions or explain what is confusing you. Maybe someone else can help explain too.

clear yew
#

There is an eye tracking shader

abstract kestrel
#

im sorry

clear yew
#

venom I can help you if you need it

brittle flicker
#

An eye-tracking shader?

abstract kestrel
#

ive done all that you said, and it still turned out bad, i finally got it to stay in place, but its always active and is- hang on

#

i may just be a huge idiot

spice urchin
#

yea but it doesnt blink or look randomly naturally afaik it just stares and does some eye movement and looks neat but

fierce bane
#

"turned out bad" is not very helpful in troubleshooting πŸ˜›

abstract kestrel
#

sorry uh...

#

it stays at the center of the world

#

kinda spasing out

clear yew
#

@brittle flicker

#

i think this still works

#

@abstract kestrel a world fixed joint thats on by default will do that

abstract kestrel
#

yes

#

but how do i get it to align with my hand?

fierce bane
#

"grab" it to turn it off and reset with your hand

abstract kestrel
#

ive tried that

#

and the second one appears in my hand

spice urchin
#

use IK_Follower

#

it was "fixed" and should work in every world not just non-combat worlds

fierce bane
#

you should be disabling the anchored one whenever you're enabling the non-anchored one

abstract kestrel
#

i am, or should be

fierce bane
#

if both are on at once, something isn't being disabled that should be

abstract kestrel
#

i see it

clear yew
#

the world fixed joint should be turned off and animated to position, rotation 000 for it's next usage

abstract kestrel
#

its in this animation

#

what do i turn off?

#

whole world obj?

fierce bane
#

he's trying to do the opposite with the world anchor. One that's active unless grabbed

clear yew
#

yes, the world object

#

the thing with the joint on it

fierce bane
#

You want to disable the fixed joint, the animator above it that resets its position needs to stay enabled

#
  • the animator it is parented to
clear yew
#

im assuming the hierarchy looks like this

#

reset animator

  • world fixed joint
    -- object prop
abstract kestrel
#

yep

clear yew
#

you want to set is.active 0 on the world fixed joint, and while the world fixed joint is off, enable the reset animator with behavior enabled 1

#

that will turn off the world fixed joint and reset it while it's off

#

with the same gesture which does the above, you pull out your prop sword

#

when you release the gesture, values will return to default

#

which if you animated is.active to 0 and behavior.enabled 1, the default values are 1 and 0 they will go back to that

#

which would be world fixed joint ON, and reset animator OFF

abstract kestrel
#

ok...

#

i may have done it

#

maybe

#

testing now

clear yew
#

just make sure that your reset animator is off by default, and that you're animating it on with the sword grab gesture(as well as animating the joint off, which should be on by default)

#

what might help you grasp why is that a world fixed joint position and rotation can only be animated while it's off, and world fixed joint offsets it's position/rotation to you while it's on and you're moving. so you have to turn it off then animate it to 0 for when you turn it on again

abstract kestrel
#

ah....

#

it broke still

#

uhhh

clear yew
#

which part

abstract kestrel
#

hang on

#

realized i was using the wrong anim too

#

also the placement is off

#

and im not seeing it right now, dunno where it went

#

@clear yew

#

uh do i need the animater on or off anywhere?

clear yew
#

your defaults should be

#

reset animator component off

#

world fixed joint object on

#

and your gesture needs to animate is.active 0 on world fixed joint object, to turn it off, and behavior.enabled 1 on the reset object, to start the reset animator

abstract kestrel
#

ah

brittle flicker
#

I have blink shapekeys, but they're not working in VRChat.

spice urchin
#

u need eye bones

#

and they also need 2 be the first 2 shapekeys on a mesh called Body

#

with the next 2 being lowerlid

brittle flicker
#

I changed the name of the mesh to "Body", but it still doesn't work.

spice urchin
#

does it have all those other things

#

cuz the eye bones also need 2 be called RightEye and LeftEye and put in the right spot in the config menu

brittle flicker
#

Does it really need to have LeftEye and RightEye?

spice urchin
#

ye

brittle flicker
#

Still didn't work.

spice urchin
#

wym didnt work

brittle flicker
#

The eyes still don't blink.

spice urchin
#

im pretty sure it doesnt take u a minute 2 fix it, reupload the whole thing, swap avatars, and test it in the game,

#

but in case it does did u reload the avatar

#

and also show what the blend shapes and bones look like in the unity window and config window

brittle flicker
#

Yeah, I reloaded it.

spice urchin
#

that should work, maybe it has 2 do with the bone names

#

cuz CATS will say something like ' u need the right bone names, Hips, Spine, Chest, Neck, Head ' etc for eye tracking 2 work

#

might be case sensitive also

slim sparrow
#

@brittle flicker your armature is named incorrectly

#

The hierarchy has to be Armature->Hips->Spine->Chest->Neck->Head->LeftEye/RightEye in Unity

#

Your bone names are different.

spice urchin
#

yea that wat i just said

brittle flicker
#

Ohh.

spice urchin
#

it very specific and it super anoying

brittle flicker
#

Is it case-sensitive, too?

spice urchin
#

that y i just use CATS Fix Model and Generate Eyetracking

#

granted that not the only things i do

#

but it will give all the bones the right names no matter the rig

#

ye

brittle flicker
#

I only used CATS for the eye-tracking, but not the "model fix", since I have animations to go with it that I'd rather not have to remap their hierarchies for.

spice urchin
#

well u dont need to

#

u can just map the animations to humanoid

#

and then give to another humanoid

brittle flicker
#

Yeah, but that only maps the bones that are mapped to the humanoid rig.

spice urchin
#

kinda the point of humanoid rigs

#

na it maps other generic bones

brittle flicker
#

I'm importing the other things, like cape movement.

spice urchin
#

which u can rename just fine

brittle flicker
#

It doesn't import the generic bones for me.

spice urchin
#

will have 2 change any names tho

brittle flicker
#

Whenever I convert the animation to humanoid, it scraps everything that is not part of the humanoid rig.

spice urchin
#

so when it does hips/spine/chest

#

u change 2 Hips/Spine/Chest

#

and na its not supposed 2 do that

#

if u look at bottom of animation it should have transforms

#

also u can do 'cape movement' with stuff like animators and cloth

brittle flicker
#

Yeah, but most of those are useless.

#

They always clip, no matter what the settings are.

strange cipher
#

I need a bit of help to create a long animation. I'm trying to make a gun that fires at the drop of a song, but I don't really now how to make an animation longer?

spice urchin
#

u add a keyframe further away

strange cipher
#

I tried that, but then the animation just just messes up

spice urchin
#

??

#

if ur using emotes it messes up when IK is turned back on after some time

#

if ur using gestures u need an animator not a long gesture

strange cipher
#

Ooh
^

#

sry

#

Gestures I meant

#

My bad

#

Is there a tutorial on how to do this?

spice urchin
#

a couple

#

but u cannot animate ur body

#

u have 2 duplicate ur body if u want 2 animate the avatar

#

and then put an animator on the duplicate

#

but if its just particles then thats fine

#

just use an animator and enable the thing with the animator

#

and the animation goes on that

strange cipher
#

But the gestures needs to be one frame right?

#

Because that's the problem, mine is longer than that

spice urchin
#

yea

#

like i said

#

ur gesture just activate the animator or watever it attached 2

#

and the animator do the actual animating

strange cipher
#

Sry, I'm pretty new to this πŸ˜„ So just to be sure: The animation, which was created from the clone by animating it, is placed in the animator spot of the original avatar and the clone?

spice urchin
#

no

#

the animator animate only whatever it children is

#

and children of thos children etc

#

so u could for exampl

#

make a animator where all particle are placed

strange cipher
#

Ahh

#

I think i get it

#

Thanks!

rustic mesa
#

i'm having a problem with adding audio files in an expression

#

everytime i put the audio file in the avatar i get these errors
Your avatar is humanoid, but it's feet aren't specified!
Your avatar is humanoid, but it's upper arms aren't specified!
Humanoid avatar must have head, hands and feet bones mapped.

spice urchin
#

u sure u have those

rustic mesa
#

yeah

#

all i did was put an audio file inside my avatar

spice urchin
#

where

#

ur suposed 2 make an empty game object with a audio source component

#

or whatever Create -> Audio does

rustic mesa
#

oh, i used the hierarchy to put it in

#

i guess i can do that and delete the mesh renderer to make it invisible

spice urchin
#

wat

rustic mesa
#

how do i put custom expressions in the avatar?

spice urchin
#

animation overrides

rustic mesa
#

how do i do that?

spice urchin
#

u copy the animation override from the SDK

#

and put in animation in the slots

rustic mesa
#

which expression is F5?

spice urchin
#

idk probably victory or handgun

#

it shows on ur hand in the game

rustic mesa
#

F5 on a public avatar looks like a peace sign

spice urchin
#

yea so victory

#

also gestures can only be a single frame long

#
0:00   0:01   0:02
|      |
#

if u want lengthened gesture animations then u need 2 use animators

rustic mesa
#

i can't click add property in the animation window

spice urchin
#

needs 2 be in the editor

#

as in like put into a character with an animator for example

#

which is y u duplicate ur characters and animate gestures on them

#

also it wont keep the gestures original finger positions

#

2 do that u need 2 copy all the keyframes for fingers

#

and move them to their right spots

#

u can copy and paste keyframes onto others so u can easily mirror what u did 4 1 hand

#

and u need same start and end keyframe

rustic mesa
#

i'm making a new clip, but if i do that a new controller is made

hollow perch
#

A new controller is fine. Make sure to duplicate the avatar

rustic mesa
#

it still won't let me click add property

hollow perch
#

Select the top level of your duplicate avatar in the hierarchy view. Then you should be able to add property ( or you can click record and start changing stuff inside that avatar and it will record it)

rustic mesa
#

got it

rustic mesa
#

how do i make the audio play only when i do F5?

spice urchin
#

turn it on

rustic mesa
#

if i'm done animating what do i do with the dulplicate avatar?

slim sparrow
#

Delete

rustic mesa
#

do i delete the controllers?

#

as well?

slim sparrow
#

yes

rustic mesa
#

what does it mean to "turn it on"

spice urchin
#

u add a keyframe

#

that turn it on

#

at frame 0 and 1

rustic mesa
#

what if i already deleted the duplicate?

spice urchin
#

make a new one

#

u wanna always use the newest duplicate if u make model changes

rustic mesa
#

i brought back the duplicate model, but do i have to redo the whole animating process again?

spice urchin
#

u put an animation in the model to animate it

rustic mesa
#

wait do i have to make a new property for the audio?

spice urchin
#

ye

rustic mesa
#

which one?

spice urchin
#

whatever

#

u could enable the audio

#

u could enable the audio component

#

u could set the volume to .5-.6

#

etc etc etc

#

bunch of ways 2 "turn it on"

rustic mesa
#

the audio component doesn't show when i click add property

spice urchin
#

it should if ur actually adding it where it is

#

also if u hit record it will record any changes u make like toggling the sound

rustic mesa
#

so i put the audio on the empty in the avatar and do it?

#

i'm getting the same errors again

#

well not if i delete the original and keep the duplicate

#

how do i update the viewpoint in an animation?

hollow perch
#

You cannot, however you can attach a camera to your avatar and set it as the main display, in which case it will override your viewpoint and that can be animated. I'm not sure I advise doing this because it will force the viewpoint in vr and could cause nausea for vr players unless you are extremely careful how you use it

rustic mesa
#

but if i were to scale an avatar up, it would look like i'm crouching weirdly

hollow perch
#

To you yes, to others possibly no (for the moment, until the IK networking is finished). You are scaling the root or the armature?

rustic mesa
#

the root

hollow perch
#

You can use playspace mover to move yourself up to your head. If you want you can use a shader to scale it instead. However depending on your root bone configuration this might scale from the wrong point. You could also build a rigid body/fixed joint clone and scale up the clone. That should work without trouble

rustic mesa
#

playspace mover?

hollow perch
#

To move your head position vertically in VR

#

You can use it to correct for head position (when not in full body tracking)

#

Comes built in with OpenVR Advanced Settings

rustic mesa
#

i'm a desktop user

rustic mesa
#

i'm doing a different avatar. when i try to upload it says i have a mesh collider and i don't have one in my avatar

#

nvm got it

flat marsh
#

how fix gesture delay

fierce bane
#

@flat marsh make sure gestures are only one frame, a keyframe on both 0:00 and 0:01 (both the same)
If you are missing the second or it is too far ahead you'll have delays

flat marsh
#

@fierce bane sounds good i'll try that, thanks for the info

#

and also how do you have the avatar not randomly rubber-band out of the map or into the sky

fierce bane
#

I'd guess you have a collider enabled somewhere in your avatar that's launching you

flat marsh
#

ahh ok i'll have to go over it

fervent vale
#

Does anyone know if there a way to trigger an item to show up with a gesture and have it stay there until i use another gesture to turn it off? or maybe use an emote to turn item on and leave it there?

slim sparrow
fervent vale
#

Thank you so much! got it to work! πŸ˜„

spice urchin
#

i no like 2 use it cuz it break a lot of stuff and can use a cycler

fervent vale
#

i dont know how to do a cycler lol

spice urchin
#

cool

clear yew
#

Hi, I set a couple second long animation to a gesture and whenever I trigger the animation in game it stops me from using any other animation on that hand, replacing whatever gesture it should have been. Is this because the animation is looping? I only intended it to happen once, would setting it to play once fix this?
I’m new to animating c:

spice urchin
#

u cant do that

#

gestures have to be exactly a single frame long

clear yew
#

Rip

#

got it

spice urchin
#

u can however enable object or animator

red mortar
#

I have a gesture animation that, when activated, plays a sound clip. I have another similar to that. Both audio clips have the same settings, the only difference is the sound clip itself. But one sounds off and the other doesn't, does anyone might know why?

clear yew
#

Well, is the animation correctly referencing both objects? Also, you have any audio sources which may be left on? You have a limit of 3 audio sources active at once

clear yew
#

@clear yew

#

Blessed

#

πŸ™

weak fractal
#

Hello, I was re-directed here since I was having issues with my animation gestures - and referred to creating state machines - Any explanation for completing such task ?

torn pawn
#

could start with writing down what you're trying to achieve and what's giving the issue

weak fractal
#

ok, sorry about that -
Basically I am trying to create an avatar with gestures that activate a certain object in the head part of the avatar - so far, it works, yet the gesture does not disable the mesh/ obj that was first/ last triggered - causing z-fight and other unwanted results -

torn pawn
#

every state needs to disable every other object

#

like if u have 1-2-3

#

first state enables 1 and disables 2 and 3, second state enables 2 and disable 1 and 3, third state enables 3 and disable 1 and 2

spice urchin
#

state machines are fairly basic

#

u would have an animator or multiple if ur grouping isnt that great

#

and u would start with a clear state which is ur default animation state where everything extra is disabled

#

and then u can have a looping animation that toggles each item or one animation per item in sequence, either way

#

u would activate all animators used by enabling them in an animation

torn pawn
#

it needs only 1 animator

spice urchin
#

also requires fiddling with actual .anim file

torn pawn
#

don't overcomplicate it

spice urchin
#

yea only 1 if u grouped things together

torn pawn
#

no, u can put it the highest hierarchy

#

like on Armature

#

and it will be the highest

spice urchin
#

yea but

#

it could be stuff like clothing too

#

and generally those are meshes within main avatar

torn pawn
#

yea, here it's not the case

spice urchin
#

unless u group them together into armature or some other group

weak fractal
#

oh - Would the animator be on the actual avatar or an avatar withoutdescriptor?

torn pawn
#

never put anything in your descriptor cuz it gets replaced

#

it's anywhere starting from Armature up to your Head bone, but you will need to adjust all of the animations

weak fractal
#

Ok - So far I understand: use the animator to enable/ disable each mesh. Within the animation - its used to keep every obj disabled and in check - ? From there, do the state thing and follow the flow of 1 - 3 - correct? Also, is there a vid about this, so I dont bother much or not?

weak fractal
torn pawn
#

you need transitions from state to state, then if u want for it to cycle back then last transitions to first

clear yew
#

hello