#animation

1 messages · Page 104 of 1

clear yew
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is some one know how to add screen shaders in unity

torn pawn
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nobody likes them, so no

clear yew
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-_-

torn pawn
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also set transition duration to 0 so it doesn't blend

small kernel
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HELP

hollow perch
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What do you want to take off? In don't understand. You should be doing avatar edits in blender not unity. Then it would be relatively straightforward to remove something or make a shape key or set it to a separate material you can control independently @small kernel

small kernel
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I want put this on t-pose

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on normal

hollow perch
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Oh it sat down halfway in the ground and not t posing? Open the pinned messages here in animation and find help I fucked up everything. Easy fix

small kernel
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ok

torn pawn
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or try pumkins tools, with that there's option to fix it too

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though I think it doesn't always work?

hollow perch
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Oh cool

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There's also an asset on Booth.pm (japanese community shares stuff there) an avatar creator that does all these annoying steps for you. Costs a couple bucks though

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Oh wait it's free. The donation is optional

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Nice big reset pose button 😃

clear yew
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@weak fractal here is a video on persisting states with animators

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Here is a video on a touch based inventory

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One of these should get you where you need to be

clear yew
warm echo
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dose anyone know how to make it so u need to do a gesture in both hands to activate a animation ? i know it can be done as theres models that can do it i just can not find out how to do it. please @ me or DM me thx

torn pawn
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Parent

Child
Both disabled, one gesture enables parent, 2nd enables child

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child will be active only when 1st gesture is active

warm echo
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ok ill try to decipher that o.o

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wait i think i understand thank u

dreamy holly
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Hey so does anybody have a guide I can refer to for adding music to my avatar on a certain gesture?

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I have tried the ytube tuts but they dont seem to work

iron sand
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is anyone alive in this chat?

warm bay
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Does a particle have to be attached to a bone for it to work on gesture??

pliant plank
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Not as far as i'm aware

clear yew
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How do I fix a world animation that works in play mode but doesnt play in vrchat? I have 2 animations, they're the same but with different meshes, one works fine, the other doens't. What am I doing

clear yew
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@dreamy holly do you know how to use gesture overrides to enable game objects?

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@clear yew post some screenshots of your scene or record a video of the problem so we know what you're working with

dreamy holly
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nope @clear yew

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not tried it yet

clear yew
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its pretty simple. look at some tutorials on youtube on vrchat animations and gesture overrides

dreamy holly
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i did

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They dont work for me

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tried 3 diff vids

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like the gesture itself

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breaks when I use an override

clear yew
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does the hand pose go slowly?

dreamy holly
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Does pose at all really

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it changes the pose to look like my avatar is holding a can of coke or something like that

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and it only does this to the gesture I apply the animation to

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which is simply audio is active

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and it last for 1 frame

clear yew
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yeah your gesture animation clip is messed up. it doesn't contain any animation for the hand pose, which is why it goes into that cup shape

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but that shouldn't prevent the audio from working

dreamy holly
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yeah

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so I dont know what im doing wrog

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wrong

clear yew
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your problem might be the number of keyframes, if you mean you only have 1

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gestures should be 2 keyframes total, and span from 0:00 to 0:01

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both keyframes should have the same value

dreamy holly
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yeah mine is

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let me get my pc up

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ill send a screenshot of my timeline

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thats what I got going

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and the name of the animation

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in my override

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then I tell the avatar to use this override

torn pawn
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@dreamy holly is the audio source set to Play on Awake?

dreamy holly
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yep

torn pawn
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do you have in game sound effects off by any chance?

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also remove onsp audio script

dreamy holly
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ingame sound effects?

torn pawn
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yes, in vrchat

dreamy holly
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like in the actual game itself?

torn pawn
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yes

dreamy holly
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Dont think so

torn pawn
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avatar sounds and sound effects

dreamy holly
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I can hear others effects

torn pawn
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check if they are not at 0% volume

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hmm

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can you make a prefab (drag the avatar next to where FBX and other folders are) of your avatar and send that + the animation to me? dont need any textures

dreamy holly
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sure

clear yew
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uh but what does your hierarchy look like

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and the animation path

torn pawn
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fixed it

dreamy holly
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yes thanks to Yuumi the issue is solved

versed tree
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Help! I cant find the blend shape for crying cause nothing translated😭😭

vapid spindle
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@torn pawn @dreamy holly be so kind to elaborate on how you fixed your issues, it might help others some day 😃

torn pawn
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there were 2 issues = missing audio source object on main model and 2nd was audio priority was set to 0

vapid spindle
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@versed tree all I can tell you is that it's not in the one of the screenshot

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ah, nice to know

versed tree
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Ahh oki its alright i didnt find it but i made the sad face work lol😊 tysm tho😊

vapid spindle
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if it's actually called "cry" then you'd have to look for なく or 鳴く

final gazelle
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涙 would be the tears, but if it's the facial expression itself, i'm not so sure on that one

spice urchin
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u can translate them with the CATS plugin (not 100% accurate but usually indentifiable)

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u can also just mess with each one individually

tropic ibex
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hello! How would I go about setting up a custom emote to turn on and off a specific shape key?

spice urchin
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do u rlly mean an emote or do u mean a gesture

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u would most likely just use a gesture 2 'turn on and off' a shapekey

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unless its like some toggle

tropic ibex
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I mean an actual emote

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like, some way to enable and disable a certain shape key without having to use gestures

lament prism
covert girder
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@lament prism try to click Preview button (under Project panel's header) 🤔

lament prism
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oh ok nevermind

covert girder
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yes, but not sure if that will work after you click it )

lament prism
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it did, but for some weird reason if I click off of it, and then click it again it doesn't work.

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I did what i wanted to do so it's all good 😃

onyx path
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Make sure you're changing the key frames at the 0 second mark instead of the ones at the 1 second mark

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Also I don't see any ending key frames at the 1 second mark

lament prism
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I didn't add them till after I sent that pic

onyx path
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Ah

lament prism
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yea, testing the avatar now

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Ah it works!

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Nice

naive niche
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@versed tree i believe if you import it to blender and run it thru cats translation may help

hallow acorn
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I have an animation i made for an elevator

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i have the animation here, but where do I place the animation so the cube will trigger it?

clear yew
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@tropic ibex do you know how to use the behavior.enabled property?

covert girder
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@hallow acorn if that a world you need to add animator to your elevetor object and use animation from that, one method i know is to create bool property and do transition from elevator bottom to elevetor top anims if bool true and back if false and with trigger change that bool property

rustic halo
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How can I animate both my ship and character in the same animation? I tried adding in my character's skeleton in the animator but when I select my character, the ship animation (landing animation) doesn't preview and instead it moves my character to the animation of the landing. I'm trying to have this landing animation as a gesture to show off to my friends 😖

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I'm experienced in animation in maya btw

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When I select my character ^

covert girder
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you can edit only childs of thing that has animation, so you need to have avatar as a parent of ship, actually if anything was outside of the character with avatar descriptor that will not get uploaded

spring nova
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The problem is that you're applying the animation directly to the character. Without anything specified, it will revert to humanoid default, which is that crouched pose. If you want to animate your character doing something complex like moving around separately from you, then you should have that as a separate model while your real model just has a disabled mesh renderer

rustic halo
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Alright I'll try that

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both

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I had the ship as the parent

spring nova
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If you make it a duplicate, you can rearrange it however you want with the ship inside the avatar or whatever is easiest to animate for your workflow. However no matter what, your real avatar needs to be at the top, and that may also be an issue you were running into

rustic halo
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So the duplicate needs to be a child?

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If so, how do I disable the parent without disabling the child

spring nova
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don't disable the parent, just disable the mesh renderer

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you may also want to look into world objects, which allows you to basically place down an object that's still inside your avatar, but locked to the world instead of moving with you. Then you put all your animation stuff into that

rustic halo
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Alright I think I got things working, thank you

rustic halo
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Yeah i still cant find out what a world object is and how to make one

clear yew
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I think phase means rigidbodys and fix joints

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But I only know how to do it for an emote not a gesture

clear yew
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This example drops a world fixed joint on a gesture

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This example drops a world fixed joint on an emote

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@rustic halo @clear yew

spring wigeon
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hey, for dynamic bones, how does one make it so that dynamic bones only moves one bone instead of all the bones it parents?

I've seen so many pre-download avatars do it and I have no idea how they do it.

slim sparrow
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What do you mean?

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Dynamic bone script affects the root bone and everything below it. That's why you make "root" bones for stuff like hair and skirts

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You can add "exclusions" to prevent that bone and bones below it from being affected.

spring wigeon
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ah

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thank you

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that's what i was looking for

slim sparrow
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Also, the last bone in the chain will never rotate. This means that chains that are only one bone long will not do anything. You can make it move again by adding end length or end offset, which will add a "fake" transform at the end.

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End length is very important to make very small bone chains look good. I use them on breasts, ears, and reweighted skirts a lot.

spring wigeon
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ok, thank you

tropic ibex
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@clear yew I don't know how to use that! how should I use it to get to my goal?

clear yew
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the behavior.enabled property is a non-default property that will let you animate the animator component on and off. if you have an animator component with an animation that does your blend shape on the body object(and also makes it persist), you can turn it on/off via an emote which uses behavior.enabled

tropic ibex
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are there any guides on how to achieve this?

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I have no idea of how I would go about using it

clear yew
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there is no exact guide for it

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for your case, that is

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use this package, it will include useful resources for you

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it has an animation clip called behavior_enabled.anim that has the behavior.enabled property in it

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it also comes with rero's scripts for adding the behavior.enabled property

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finally, it has an animator set up for making a persistent animated output, and a suspend file for that animator

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called output_animator.controller and suspend.anim

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pretty much what you want to do is duplicate the output_animator, and rename it to something descriptive

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like "insertgoalhere_animator"

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then, look at that animator in the animator tab

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there will be an orange "state" object

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if you select it, the inspector on the right will have a "motion" field

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create a new animation clip

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name it descriptively according to your goal

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drag it into that motion field

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once that is done, drag the insertgoalhere_animator.controller onto your Body object

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select your Body object and it will have an animator component with the animator you dragged onto it

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uncheck the animator component so it's OFF by default

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with the Body object selected, go to the animation tab, make sure the dropdown under the record button is selecting your animation file, not the suspend

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then add your property for your blend shape

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you need a start keyframe and an ending keyframe

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they should be the same value

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the animation can last from 30 frames/.5 seconds to 60 frames/1 second and that will be fine

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once that is done, your need an animation clip to use an emote

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paste the behavior.enabled property in that clip, from the behavior_enabled.anim

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select the property in the "add property" pane, and hit F2

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rename the animation target to be "Body"

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add a second keyframe, and to make it simple have it last 1 second

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so that should enable your blend shape with an emote and keep it on, but past that are things i haven't thought of

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like for example, you need a way to turn it off, which is problematic because you can't nest your Body object in any more animators

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or it will break

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and also, if your gestures are animating blend shapes, that might also be a problem

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cause it might undo the blend shape

tropic ibex
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yes, that is the case

clear yew
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is it a single blend shape that isn't animated by gestures?

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what are you going for btw

tropic ibex
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well, my character has wings, and I would like to be able to turn them on and off

clear yew
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oh that's much simpler then, since it's not your face

tropic ibex
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I made a shape key in blender that makes the wings disappear

clear yew
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can you separate the mesh so that only the wings are visible but the armature still exists

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and import that by itself

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because if you can decouple your wings from the main Body mesh you won't have any issues

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otherwise you might need to do a cycling animator on the body mesh

tropic ibex
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oh yes, I can separe the wings

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they wouldn't really even need an armature

clear yew
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definitely do that, so you can nest it under a parent object.

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Body object breaks if its not at root and we need at least 2 animators for the best implementation

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do you have VR?

tropic ibex
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yes

clear yew
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you don't need to use an emote, you can use a multi-hand gesture

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requires the use of 2 gestures being held for .5 seconds before it activates

tropic ibex
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wouldn't I need to keep holding it though?

clear yew
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no, it outputs a persistent state

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so you could do rocknroll + handopen to enable wings and they will stay on

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and thumbsup + handopen to disable

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if you can get those wings separated ill screenshare the setup with you

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can do it as an emote, multi-handed gesture, or something touch based if you want

tropic ibex
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well, I'm not at my pc right now, but I will dm you as soon as I'm able to do it!

clear yew
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Does anybody have any tips for creating gesture toggled animations for non-humanoid models? for example an object such as a car or refrigerator. Thanks.

cyan chasm
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my mocap solution is working

hollow perch
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@cyan chasm That's cool. Care to share any details about the mocap system you are using? doing it in editor?

cyan chasm
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I'm developing a mocap setup with unity and final ik

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By the end of it all I'm hoping the entire software will be nicely standalone with only the need to click a few buttons before you are ready to start recording

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@hollow perch

hollow perch
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ah very cool, you can use unity runtime animation recorder

hallow acorn
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Is there a way to generate an animation controller from an animation?

clear yew
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Dragging an animation file on to a model should create an animation controller. Or you can right click and create an animation controller, then click on the controller, click on the animator tab, then drag the animation file into it.

clear yew
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@clear yew you have to nest it inside an invisible humanoid avatar so you can use overrides

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And also do something to fix the movement of the mesh with the viewpoint

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I think there are a couple of ways to do that

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Do you know of any places i could put the model in the armature so that it remains stationary when walking or moving?

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@clear yew

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Not really, I don't mess with it often. Last time I did something with a generic I was using final ik and scaled the neck to 0 and that solved my issues

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By stationary do you mean not moving at all in the world or just doesn't jitter or wobble unexpectedly with movement

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just not wobbling in movement

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I think for a regular object at root it will rotate side to side with your view, as typically desired

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But not up/down

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So all you need to do is put the mesh at root and delete the humanoid's body mesh

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Thanks for the advice, ill give it a try!

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does anyone have a beard for avatars that i can have?
...

clear yew
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Check online

copper nebula
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Does the snail marker just not work very well for those who are reading what you are writing? I'm guessing lag messes it up?

slim sparrow
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Yeah, you have to move your finger really slowly

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Both the start/end of the writing and the finger movements are delayed or can be interpolated

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So you have to write slowly and pause for a short time after pressing or releasing the gesture

copper nebula
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Bummer.

cerulean laurel
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So I have a bit of a bug that I cant wrap my mind around. So I have an animation that draws a revolver and in unity its tied to the right hand in both the default and animation models but in VRChat it changes where the revolver is to the avatars left hand and i cant understand why

clear yew
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@cerulean laurel wdym?

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It moves the revolver to your other hand when you activate the animation?

cerulean laurel
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ya

slim sparrow
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You may have the position in your animation wrong, or your left/right hand bones are misnamed/swapped

clear yew
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^

cerulean laurel
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i thought so but they are correct

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ill post a screenshot in a minute

clear yew
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That'd be best

cerulean laurel
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its going to be 4. 1st is going to be the main model with both revolvers showing (the holstered resting position and the hand drawn position) 2nd will be the animation version that shows what its supposed to look like and 3 and 4 will be the hands respectively

spice urchin
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y cant u just get rid of both guns

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ans make them they own models

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then put model in the hand

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something liek that

cerulean laurel
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They are their own models I just made them both visible to show they are there

fierce bane
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@cerulean laurel are you just disabling the holstered weapon and enabling the other or are you doing something else?

cerulean laurel
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When I do the animation the one on the hip is disabled and the one in my hand is enabled

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@fierce bane

fierce bane
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Do you have the hand held one on a fixed joint or something?

cerulean laurel
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I set it under the child of the right hand. The hierarchy can be seen for both the normal and animation model

fierce bane
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Yes I looked. Can you show the body rig instead of the finger rig? Arm/wrist are not listed there and those are what is important here.

cerulean laurel
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Ah I can't right now I'm in class but when I get out I can do that.

fierce bane
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The only reasons I can think of for the left/right being confused is swapped mapping, an improper fixed joint setup, or final IK sry up in reverse.

cerulean laurel
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I'll check when I get back to my dorm and post the picture

fierce bane
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Or an animation perhaps.

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Also is there a reason you have an animator on a holstered weapon?

cerulean laurel
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so i dont see anything wrong with the hands and lower arms

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and the only animator i have for the holstered weapon is in the draw animation it goes from active to inactive

rustic halo
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How do i make something in my animation not move with my headset movement

zinc hatch
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is using legacy for costume unity animations still a thing?

fierce bane
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@cerulean laurel in your images it shows the holstered gun having it's own animator.
Not animation but animator

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@zinc hatch legacy animations will not work at all in VRChat

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They will be ignored on upload

cerulean laurel
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hmm i see it now in assets but i dont know why its there im not using it for anything

zinc hatch
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k

rustic halo
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Is there an easier way to rotate joints than to play with the numbers in the animator screen

rustic halo
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side question
what's yalls favorite humanoid animation (like dances) download websites pm me

clear yew
cyan chasm
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getting closer

spice urchin
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unless u use liek a lot of smoothing and fixing prob easier 2 just animate urself using IK lol

slim sparrow
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Oof, the channel was moved

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Misclick or intentional?

muted prairie
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100% missclick

whole raptor
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Got a question for you guys. There's a disappear animation on a gaster model I've seen that uses a static shader and makes him disappear along with his name tag over the course of two to three seconds.

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Would anyone know what static invisible shader that would be?

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It could be custom so I won't expect any definite answers

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Dont know if this is more fitting for animations or shaders chat

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It's an animation that plays a sound and uses a shader that makes the mesh have a very high alpha percentage over time, with a static shader.

torn pawn
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moons static shader?

whole raptor
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Hm.

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Not sure.

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The animation effect does a shader effect that vertically makes the avatar go invisible.

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It has static particles.

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Triangular static particles

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Avatar's mesh goes to 100 percent alpha..

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Some sort of stencil shader MAYBE

brittle granite
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🤔 what would happen if i animate the hieght of the avatar descriptor?

final gazelle
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i get the feeling that i've tried that and it either didn't work, or i didn't find a way to get the view position to change -- but if in doubt, give it a shot and see what happens 😛

glass glacier
charred flower
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majestic~

glass glacier
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How AI will kill humanity

charred flower
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in a flailing firefest of doom

glass glacier
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>> Knife wielding tentacle

clear yew
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To be honest, it loooks like hes dancing, unity cracking a beat

fast geyser
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Do you know the name of the shader effect for when (for example) you "hit" someone it makes a blurry effect ? I want to add an effect like this for when my avatar hits someone with her hammer, it does that blurry effect.

red linden
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probably just a screenspace blur shader with a particle collision to enable it

fast geyser
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Hm, I'll have to do some research about it, thanks for the info ^^

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Since I don't know how to create shaders, I'll try to find something then try to modify it

fast geyser
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Arf I'm having some problems while animating my avatar, I can't pose the arms without them resetting and regaining their default position.

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Does it happened often ?

slim sparrow
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You can't rotate the humanoid bones directly. @fast geyser

fast geyser
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Oh nevermind I've found how to move them !

slim sparrow
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You need to use Muscle Animation Editor or manually add the Animator properties like upper arm forward/backward etc.

fast geyser
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Yeah that's what I thought ^^

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(Stupid me x))

deft mountain
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Anybody know if it's possible to make a gesture animation that moves my model halfway into the ground? Emote works fine, but on a gesture the view point (I think) prevents the model from moving.

simple fractal
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Does anyone know how to set world particles to collide with avatars too? Ive seen it done but right now i only know how to get them to collide with the ground. I have some subemitting particle systems that put decals on the ground, but the billboard is always flat so if they hit a wall they are still horizontal, is there a way to also make it paint onto the surface instead of displaying like a billboard?

hollow perch
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You will want a decal shader. You can check out Netri's github which has tons of cool deferred rendering shaders including a triplanar decal shader

simple fractal
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oh thanks, i pulled that down a bit earlier today, do you know what i should set the particle to in the renderer? (like billboard/mesh etc, maybe im blind but i dont think the triplanar decal one had a readme -ill double check that too)

hollow perch
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Nope no readme. A lot of you're gonna have to figure it out

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Start with the world position and world normal shaders and make sure those work

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Read the documentation for those. Make sure to set up the directional light exactly as descrivbed

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Billboard probably will work fine. You just want the mesh covering the area you will paint so a cube mesh might work too

simple fractal
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alright, i think it might not have been working because i delete the directional light from my scene and just use "color"

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right now im still having the same issue where the texture is always facing the camera, it doesnt line up with the normal of the plane. still trying to work through the documentation though

clear yew
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@clear yew Do you have some kind of a custom walking animation?

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yes i do

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Your animation needs to actually have movement in it for all bones and root positions otherwise it's just going to set your avatar into the floor

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so what i the best way to get all with out having to relect all bones

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i odd thing is i only have anim on the legs and knees on the vavatar

ionic nova
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@clear yew try to copy keys that your anim doesn't has from vrc's anim files of idle/etc (with ctrl+c, ctrl+v) also be sure that your animation for humanoid

muted prairie
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Has anyone had an issue with looping emotes ? Maybe someone here knows what the cause of it is

torn pawn
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what issue ?

muted prairie
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It loops, even though the loop settings aren't checked

torn pawn
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might be missing keyframe at last set? or possibly using wrong animation file, think it also can catch you in loop if it's too short

slow tide
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What do you mean animation component is disabled?

muted prairie
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Missing keyframes ? But it has a set duration and a length

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It's at least two seconds long, is that too short for the loop ?

torn pawn
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2 sec is enough, does the animation end with all keyframes being there?

muted prairie
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Not sure what you mean by being there

torn pawn
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I'm not 100% sure if it matters, but lets say if you have 5 keyframes, and animation ends with just 4 of them

muted prairie
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Could it be caused by the animation export "Force Start/End keying" ?

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If it adds an empty keyframe then that could potentially create the loop ?

torn pawn
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other than that I have no clue

hollow perch
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Double clicking on the top bar should create all of them

torn pawn
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yeah

muted prairie
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That's how mine looks

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so i'm still a bit confused

lime jay
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I don't understand animation controllers, I've got two animations that I want to be enabled all the time. The first one is blinking and the second one is so the chair on my avatar works. But I can only have one animation set as default?

hollow perch
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Layers are a godsend

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See the layers panel to the left. Go ahead and add a new one. Make sure to set the weight to 100.

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@lime jay

lime jay
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For both or just the other one?

#

Nevermind, I see the base layer is always 1 (only goes between 0 and 1, if you set it to 100 it sets it back to 1)

hollow perch
#

Sorry I meant 100% which is 1.

void phoenix
#

hi

#

am new

torn pawn
#

hi new, I'm Yuumi

paper smelt
#

Guys i need abit of help i crated custom crouching animation where do i put it because CROUCHIDLE doesn't work for me

torn pawn
#

i remember that crouch was broken, have they fixed it?

paper smelt
#

so its broken?

torn pawn
#

I would assume so

chilly kernel
#

any particle pros here?

torn pawn
#

write down your actual question

chilly kernel
#

how does one make bow and arrow thingy <.<

#

ive seen some ppl manage to make those that when you bring the arrow close to ur string it snaps to it

hollow perch
#

Since you're talking particles, you're going to want to experiment with triggers and subemitters .

torn pawn
#

making actual bow is pretty complex

#

it all depends how deep you want to go

chilly kernel
#

i forgot triggers exist

#

its basically when you bring the arrow next to string the string starts moving with your hand and arrow

#

i think the bow itself is mesh but the string is particle

torn pawn
#

string is most likely just a dynamic bone with spring joint, as I said - it very depends how complex it is in the end

#

in my world i have avatar with working dual wielding bow that shoots depending how strong you pull

#

to say the least - it's complex setup

#

string is bone + inverse collider

chilly kernel
#

spring joint? never used one of those

#

by inverse collider i assume you mean it has the radius how long it can bent from its original position and it tires to stay inside the for example hand collider i assume?

torn pawn
#

no, dynamic bone inverse collider

slim sparrow
#

It's an inside-bounds dynamic bone collider so the transform always gets pulled back to that location

#

A collider that tries to keep the transforms in rather than out

chilly kernel
#

hmm

#

interesting i need to look more into this

paper smelt
#

How do people make objects not attatched to the body so they move and that object stays in place

lime jay
#

Whenever I add an animation controller to the animator component on my character it's always in a sitting pose when I hit play in Unity no matter what animation I put in the animation controller?

foggy aspen
#

How do you do like particle effects and sounds and stuff like that

lyric edge
#

i need help with blinking animation

ivory atlas
#

@lyric edge like just so your avatar blinks or like blink shape key in a animation ?

copper vigil
#

Anyone know how to add full dance emotes with music? From a vmd file

paper smelt
#

Is there a way to use Emotes for animation that would leave my object in the world even when it stops

torn pawn
#

your emote activates an animator that enables the object with fixed joint

paper smelt
#

after the animation edns it dissapears is there a way to make it not disapear?

clear yew
#

yes

paper smelt
#

thanks

#

to make it fixed to avatar i need to create rigidbody on avatar and on the object in fixed joint select the rigid body?

torn pawn
#

no, fixed joint connected body is empty, also u need to add animator component+apply root motion + add any controller in it

#

for better use you want also a reset animation, or else it'll break after first use

clear yew
#

the emote example is already set up to drop a fixed joint and reset it

#

if you want it to not do that you would need to edit things

paper smelt
#

can i mkae it so it folows my avatar?

#

cuz now it drops and stays in one position

clear yew
#

that's what you asked for, "Is there a way to use Emotes for animation that would leave my object in the world even when it stops"

#

but yes you can

#

you can edit enable_state.anim and reset_state.anim

paper smelt
#

yeh i know XD but if i can figure out how the fixed joint works then im good

clear yew
#

and remove the world_fixed_joint

#

have those animations animate something else on

#

the example is just a few files, follow the patterns, change what you need

#

have the animator tab open

#

have the animation tab open

#

its all really logical

paper smelt
#

yeh i figured it out for the most part

#

just no clue on how the fixed joints work

#

wait if in fixed joint connected body i add for example head it should be connected to head

#

meh i'll just try it out

#

but thanks for that its really helpfull

#

yes it works Thank you!

lunar pasture
#

hello

#

trying to fix motocycle pose issue

#

I've tried importing the tpose, when i activate it the hips seem to end up upside down

torn pawn
#

have you tried using pumkins tools for vrchat, it has option to fix it

lunar pasture
#

no

#

where does that live?

torn pawn
lunar pasture
#

how do you use script in unity?

torn pawn
#

it's under options > pumkins tools

lunar pasture
#

ok, rewind, how do I install pumpkins tools?

#

i just have a coulple of cs files in my assets folder at the moment

torn pawn
#

download and import

#

they need to be in Editor folder

#

or else your project will have compilation error

lunar pasture
#

ok, I did download, extracted the zip, it has an editor folder in it and a couple of cs files, where do they go?

torn pawn
#

import in unity, then you go to Options > pumkins tools

#

drag in your avatar and click reset pose or whatever the option is

lunar pasture
#

there doesn't seem to be anything to import in unity, it's a readme file, a licence file and a folder containing two cs files

torn pawn
#

...

#

have you even tried importing and then checking Options?

#

that's how it works

#

it uses two script files

lunar pasture
#

what's the thing you select to import?

#

ok, got it, thanks

#

wow, I wish I had this when I got started, thanks 😄

#

her butt is now the right way up 😄

#

aaaand, now it's not

torn pawn
#

reset tpose in rig, could be an issue if you overwrote the fbx

lunar pasture
#

Na, didn't do anything

#

can I tell you my tale so you know where I've been?

#

I want to make an avatar that switches body

#

the models aren't identical but the bones should be

paper smelt
#

soo i made the object follow me and it does but only for me

lunar pasture
#

still getting an inverted butt every time i use an animation 😦

sharp pewter
#

How do I make an object appear at a certain time, instead of instantly appearing when I do the gesture?

hollow perch
#

Make it activate an outer object around the object you want and have the inside one also unchecked. Then add an Animator to that outer object. The animator can be a full state machine and turn on the inside object at a good time using an animation clip @sharp pewter

glossy swan
#

Is it possible to make a gesture anim to toggle a gameobject on and off? Without reverting to it's original state after you let go of the gesture?

hollow perch
#

@glossy swan Lookup the VRC Inventory system. you can copy the keyframes from the generated emotes into a gesture and it will work as well

sharp pewter
#

How do I make a smooth jumping avatar?

clear yew
#

@glossy swan https://github.com/oofdesu/lin-unity-packages/blob/master/cycling_gesture_example.unitypackage
https://www.youtube.com/watch?v=va44_PRCLME
this does what you ask. by default it's set up to enable/reset a world fixed joint. it's easy to edit to do something else.

foggy aspen
#

How do you get a model from VRChat into Unity

clear yew
#

unless you rip it against literally everyone's wishes, you can't

foggy aspen
#

Oh so people make their own models?

clear yew
#

yes, or already have the model as a unity package, or something else to import into unity

#

you can't really take an avatar from someone's account in vrchat and bring it into unity

frank tulip
#

How do I make it so an animation doesn't restart when a person enters the world; I have a cruise model that moves around a map and I don't want people seeing others floating above the water while they're on the boat

lyric edge
#

@ivory atlas its okay i got the blinking animation to work.

clear yew
#

so it doesn't restart for the people it already started for, or so it doesn't restart for the new joiner?

frank tulip
#

So it doesn't restart for the new joiner

clear yew
#

you can't really sync people that have joined after you have animated something for yourself and others, unless they experience the animation again

frank tulip
#

There's gotta be an option because I remember going into an underwater world and there was a whale that was in sync with everyone who joined first and is new

#

hmmmm

#

I really want to get this through, but if I can't...

#

For instance, there's a boat joiners start out on, so seeing new people, it looks like they're on top of water...

#

because the boat heads to the island

foggy aspen
#

animation seems super complicated

frank tulip
#

Unless it's Animate Physics instead of Normal

clear yew
#

if it's for a world then there might be a way, im just not your guy. i don't do any world trigger stuff

frank tulip
#

That's fine

#

I'll test it out with others to see what happens

glossy swan
#

Any way to change the face mesh dynamically with animations? I have an animation to change my player model, and everything works but lipsync stops working on models other than the one selected by the face mesh (it's actually the same model, but with materials altered, like a different form/recolor)

fading drift
#

Im having issues with adding an audio source, when i add it on, the audio isnt playing in game.

tall zodiac
#

Is the object enabled

#

and did you add a audio file to it

#

This is a bit unrelated to your question but, might be just me asking this really obscure question but has anyone ever tried using MegaFiers or a similar PLA cache import plugin for Unity to make point based animations in VRChat? (Things like shattering meshes or animating deformation without shaders/multiple meshes)

tawdry basalt
#

im having issues making my prop not lock to my avatars rig

slim sparrow
#

It seems you may have a collider somewhere on that object @tawdry basalt

tawdry basalt
#

Nah i know that issue, i have a fixed joint going to the dog form the hip and form the hip to the dog

#

but i can't get it to stay in place

slim sparrow
#

That's not how you're supposed to do it

#

You put a fixed joint on an object and attach it to nothing

#

That's how you get it to stay in place

tawdry basalt
#

so just an empty game object?

#

with a rigidbody

slim sparrow
#

You make a game object with a rigidbody and a fixed joint, and attach the fixed joint to nothing

#

When activated, this object will stay in place

tawdry basalt
#

oh ok

#

yeh, its still moving with my avatar.

slim sparrow
#

Unfreeze the positions and rotations

#

@tawdry basalt

#

The object also has to be off by default, or it will just spawn at world 0,0,0

tawdry basalt
#

yeh it is off

#

guessing i just need to count that by pushing it down on the front a little

slim sparrow
#

Make sure it also isn't parented to the hips

#

Just put it next to your armature if it isn't already

tawdry basalt
#

oh thankies ^_^

sharp pewter
#

Can someone tell me why when I go to a different hand gesture, it's still playing sounds from the last one?

wild plover
#

Moving here

#

I've been experimenting all day

#

No matter what I do, I cannot get my animation to play on my model

#

It's playing on some tail bones (So they don't override any other animations)

#
  • I've made sure to isolate the keyframes of that animation, so it only animates the tail.
  • I've tried putting an animator and an animation on both the hip bone (which is the parent of all the tail bones) and as well as the first tail bone.
  • Plugging the animator into the regular controller (the default one.) has it run fine, no problems there (Which
  • Plugging the animator into an animator ANYWHERE ELSE doesn't work whatsoever.
slim sparrow
#

Well, that's because the animation is probably targeted from your model's "root".

#

Your animation is as follows:

Armature/Hips/Tail1.Rotation

for example

#

Therefore, it will search for Armature/Hips/Tail1 starting from the animator object and going down.

#

So it won't work if you place it on the tail or hips, because the hips has no child named "armature".

#

Go to the animation window and press F2 to change the path and make it match.

wild plover
#

On every bone?

slim sparrow
#

Yes

#

It's kind of a pain importing tail animations from Blender to Unity because of this

#

You'll have to fix the path on every animation property by going into the Animation window

wild plover
#

God damn, alright

#

Thank you. I appreciate the explanation

#

Okay, after doin that, still nothin

#

Tosses this bad boy up now

#

@slim sparrow Very sorry to bug you about this. You seem to know exactly what's wrong, very sorry for the ping

slim sparrow
#

Press F2

#

Change the path

#

Where is the animator?

#

If the animator is on the hips, take off the "Hips" part too

#

So it just says Tail1

wild plover
#

Really? Odd, okay

#

Remove hips now, got it

slim sparrow
#

"No path" means itself, any other path means it'll look in child objects

hollow orchid
#

I am having a similar issue

#

maybe?

#

no matter what, even if I use the default animations for the hand gestures

#

I get all these missings for anything that pulls from "Animator."

#

and i tries all sorts of various things in here

#

and i just cannot get the (missing) to go away for the life of me

#

blind edits to these values to indeed work in-game

#

i just cant get unity to recognize/show me them properly

hollow perch
#

Check your fbx file and make sure you are rigged as humanoid

hollow orchid
#

checking

#

wow it was as simple as that

#

@hollow perch thanks so much!!

#

i was doing fbx edits in blender

#

and re-exporting for updates

#

and i guess each time i do that

#

it reverts that

hollow perch
#

If you overwrite the fbx file it should keep settings and auto update everything

hollow orchid
#

hmm odd

#

i wonder what i botched hehe

#

thanks so much for that tip ive been struggling with that for so long now

#

working blind lol

hearty bramble
#

Hey, whenever I put a dance animation onto an emote, it plays fully in unity, but whenever I do it in-game it cuts the animation short. Is there anyway to fix this?

torn pawn
#

there's limit for how long it can go

hearty bramble
#

ah ok, and there's no way to get around that?

floral depot
#

Any ideas as to what I am doing wrong? The original AS is disabled, and the animation is laid to the controller. The controller is slotted to the base, but it won't play the audio in game. The skeleton itself appears, however.

clear yew
#

Is the skeleton 2nd skeleton parented to the main skeleton?

slim sparrow
#

@floral depot can you show a screenshot of Unity with your original avatar selected?

floral depot
#

Hm. One sec.

icy hare
#

Yo, is there a way to create an animation that only activates while another animation is currently active? I've previously done this with a whip and an audio source - victory spawns whip, hand open makes a whip crack sound only while whip is active. But I did this by putting the audio source as a child of the whip, then hiding the audio source and the whip and having each animation activate each one, and it works

However... with this new one I have a scythe that spawns with rock and roll, and I want hand open to spawn a fireball, and fist to throw the fireball, both only when the scythe is active. But I can't use the same process as above, because the fireball has to be the child of my left hand if I want it to look right and be able to move it around etc. otherwise it'd be moving with the scythe. So, any ideas?

floral depot
#

Fixed my issue - none of the tutorials explained the original also had to have the sound-clip, only that the dummy needed it. Added it in, now everything works as it should. Thank you folks.

torn pawn
#

@icy hare have the particle child of different gam eobject that gets activated by the scythe gesture..

icy hare
#

Oh shit yeah I get you, why didn't I think of that

#

the scythe gesture activates a game object on my left hand, and in that game object is the fireball particle?

#

that makes sense

brittle granite
#

"There's gotta be an option because I remember going into an underwater world and there was a whale that was in sync with everyone who joined first and is new
hmmmm
I really want to get this through, but if I can't...
For instance, there's a boat joiners start out on, so seeing new people, it looks like they're on top of water...
because the boat heads to the island"

@frank tulip animations in worlds can be synched with the players in the worlds. Animation on avatars are only activated it client side.

lone pumice
#

Can anyone reccomend me a good particle pack with decent lightning effects?

#

I wanna be able to shoot lightning bolts from my fingers...

lone pumice
#

I could use some help i'm so lost.

#

Anyone around that has experience wiht particles?

floral depot
#

so I thought I had gotten sound to work on my animations... nope. No one else can hear it but me, what might cause that? My friends came to my room and turned on full avatar and animations for everyone, but still they could hear nothing.

lone pumice
#

anyone available to help?

#

can I not use animation scripts

#

?

#

I downloaded a Lightning particle pack and it uses scripts

obsidian vigil
#

no @lone pumice

#

you cannot use scripts

lone pumice
#

@obsidian vigil Any reason why my dynamic bones are not appearing in the pre build?

#

I have them all set in my armature, and i dragged the correct bone to the Root.

#

When I go to build it says i havea no dynamic bones...

obsidian vigil
#

well

#

are they directly on the bone you want to move

lone pumice
#

They are on the root of the bone I want to use, in this case hair

obsidian vigil
#

thats good

#

hmm

#

so the hair doesnt move in play mode?

#

even though its set up

lone pumice
#

no it does

#

it works in unit fine

obsidian vigil
#

then wheres the problem?

lone pumice
#

but when I go to publish it, it says number of dynamic bones 0

obsidian vigil
#

ignore that sh*t

#

probably a bug cuz the feature is new

#

sorry for the language btw

#

😂

#

but yeah, its probably just glitched

lone pumice
#

oh no worries, i swear like a sailor most the time

obsidian vigil
#

if they move it should work

lone pumice
#

cool i'ma publish it!

#

I haven't made a avatar in like a year, so its alot of memory and youtube

#

haha

obsidian vigil
#

^^

#

same

#

tbh

#

ive kinda stopped playing vrchat after the whole restrictions were passed

lone pumice
#

I'm trying to find a good video on animation overrides but they are all so scatterbrained

#

they are hard to follow

#

And I just spent a ton of time using a lightning script i purchased from the asset store to my a over ride only to find out that it doesn't work.

#

So now i'm kind of sad about that.

#

fml

obsidian vigil
#

oh, animations arent that hard

#

you have to get to know the particle system

lone pumice
#

really? I'm so confuddled

obsidian vigil
#

with all its bits and bobs

#

Brackeys actually did a nice tutorial explaining the particle system as a whole

#

all of the parameters can be used in vrchat as well

#

just go nuts with it

lone pumice
#

alright i'ma watach this shi

obsidian vigil
#

for lightning for example, id use a seamless yellow texture

#

probably a bunch of random noise

#

and give particles trails

lone pumice
#

tbh, i'm trying to make a shermie

#

with lightning effects

#

and failing horribly

#

ok so avatar looks fine in VRChat but it doesn't have any of the dynamic bones

obsidian vigil
#

da heck

lone pumice
#

but it has them in unity

obsidian vigil
#

🤦

#

i already hate the new update

lone pumice
#

so if i hit play in unity i can drag her around the scene

#

and things with dynamic bones move

#

wth

obsidian vigil
#

sadly i cant help atm neither with dynamic bones nor particles

#

im at work

#

but i could try and throw together a prefab for lightning particles when i have time to

naive niche
#

hummm bendy bones particle driven

violet moss
#

The muscle sliders for fingers in bone config are really handy, is there a way to use them for actual posing?

#

In animations?

slim sparrow
#

Yes, Muscle Animation Editor.

#

@violet moss

violet moss
#

Is that different than the regular animation editor? Or are they properties?

naive niche
#

use v2.2 or higher

#

the older versions will not work in Unity 2017

old rover
#

I am interested in making it so when I do a slap motion it actually makes a slap noise. Does anyone have a tutorial for this? A little new to VR chat modeling, so all help appreciated

slim sparrow
#

@violet moss it's an addon for Unity that adds a window to manipulate these properties via sliders

#

The alternative is manually adding the properties yourself and inputting -1, 1 values yourself

#

@naive niche that's pretty much a given when you, you know, actually buy it.

icy hare
#

Hi guys, I've created an animation that spawns a particle effect, which is inside a game object. The game object only spawns when I use a separate animation, so that I can only activate the particle effect while this animation is active. All that works ok, but the actual particle effect doesn't follow my left hand around. It's a small fireball and it appears in the palm of my hand, the game object is the first child of my left wrist, and when I hit play in Unity and move my avatar around, or the left arm/wrist, the particle effect follows it. But in-game, the particle effect is stuck inside my left thigh and doesn't move around with my hand. What have I done wrong? One thing I notice is that the game object is not blue in the hierarchy like the rest of the bits, does this mean it's not properly connected to my left wrist?

hollow perch
#

To make particle systems follow arms/legs/head /ik positions, you must use an IKFollower

icy hare
#

Ah ok I didn't realise, thanks guys 🙂

hollow perch
#

Put empty game object in your hand, add vrc ik follower component to it, put your particle system inside

icy hare
#

Ok cool I'll give it a go

craggy sage
#

IK Follower works now?

slim sparrow
#

It's been "fixed" a while ago. It works pretty well but still breaks when you sit down, and still breaks in mirrors.

craggy sage
#

ah, it didnt work for me a few weeks ago

#

lord that tutorial is hard to follow its all over the place

craggy sage
#

so if i make a new idle animation the eye perspective, the little grey sphere, that follows the head, right?

tacit axle
#

the head follows the grey sphere, actually

#

the direction you're looking takes precedence over any animation that isn't an emote

violet moss
#

is there a way to copy a pose from an animation to the actual model to have it permanently posed that way without the animation?

slim sparrow
#

That sometimes happens while animating and you save the scene @violet moss

#

Also, can't you just leave the animator on the model to have it play that pose permanently?

violet moss
#

t's just a static pose, and vrchat would ding me for having the animator

#

and it puts me in motor cycle pose, i just want the hands part of the animation

slim sparrow
#

I don't get it

#

Motorcycle pose is the default, if you just want the hands part that's exactly what you'll get. What do you want everywhere else then?

violet moss
#

i have non-humanoid bones that i'm posing

#

well the problem is when i play the animation the whole avatar squads down so if i save it that's how i'll be in vrchat

slim sparrow
#

Yeah but I still don't get it

violet moss
#

i want the hand pose saved as the actual gameobject heigharchy

#

not an aniamtion

slim sparrow
#

Then don't animate from the "root" of the avatar

#

Animate from some other game object instead, put an animator on it beforehand too

#

Or apply the pose in the humanoid rig

#

Or in blender

violet moss
#

but don't i need to, in order to manipulate humanoid parameters?

slim sparrow
#

You'll have to explain exactly what you're trying to do because I don't understand lol

violet moss
#

if the animator isn't in the root of the avatar, the animators don't seem to be able to move humanoid bones around

slim sparrow
#

That is correct

violet moss
#

but if they are in the root, they make it go in motor cycle pose

slim sparrow
#

Can't you just add it to the idle animation then? Since you don't want an extra animator

#

If the object is disabled by default it won't count either, in case you're enabling it later

violet moss
#

I could, but then it looks dumb on the avatar preview on the menu and i'm ocd

#

i just want to actually pose it for real

#

basically i'm trying to make my hands in a fist, not part of any animation, just, the avatar in general has closed fists, even if it were generic

#

i have a fist hand animation, but i don't know how to apply that to the actual bones so they're just always that way, even out of play mode

slim sparrow
#

Your best bet is posing them in Blender and applying it as rest pose honestly

violet moss
#

oof

slim sparrow
#

Because out of play mode, it'll just follow your model's "resting pose" by default

violet moss
#

well when i move things around in unity

#

like i pose tails and stuff

#

that's how they end up in vrchat

#

just moving them around in the editor, not an aniamtin

slim sparrow
#

Well it'll be completely overwritten ingame due to the humanoid animation system. What you're describing is literally impossible without taking at least two steps

#

Pose in Blender for the rest pose, apply to idle for ingame.

violet moss
#

but i don't have the hands bound as humanoid...

#

it's generic

slim sparrow
#

Oh, well in that case you should add an Animator to the hand

#

And pose it that way, let it get stuck

#

Then remove the animator

violet moss
#

but it's humanoid animations X_X

slim sparrow
#

???

#

You just said it's a generic model

violet moss
#

yes

#

generic model

#

humanoid animation

#

I'm die

slim sparrow
#

Oh, I see

#

I don't think you can apply humanoid animations to non-humanoids if that's what you mean

violet moss
#

Darn, what i did is i just made it humanoid momentarily and did wrong bindings to the hands

#

hopeing i could pose them

#

and then go back to generic

slim sparrow
#

You'll have to pose them manually by rotating the bones then

violet moss
#

thanks DX

#

don't see why animators can't control hand humanoid parameters from like, the chest

slim sparrow
#

That's just not how it works

#

It might if you change the "avatar" property of the animator, but that's about it

#

Changing the Avatar property is black magic that I don't quite understand

spring nova
#

Avatar masks are probably what you would want, where you can make one layer play animations that affect the lower body and another layer affects the upper body. That's normally all the control you need. The way that vrchat enforces it's own animator forcing you to put new animators elsewhere is a very special case

lone pumice
#

I could use some help with particles if anyone has a second

#

I have the particle made, and I attached it to my chest of my duplicate.

#

I then hit add property found the particle and set it to active

#

deleted the end frame and copied the beginning to 0:01

#

hit play and nothing happens

#

a little lost on wehre to go from here

fierce bane
#

create your particle effect on your normal avatar, duplicate it to make your gesture to activate it when you get it the way you want it.
It has to be on the main model to work when you activate it, the duplicate is just so you don't mess up your normal model when making animations

#

have it active while you set it up, disable it and set the gesture to activate it when you're ready to test in vrchat

rapid bough
#

Yo. So i'm trying to play my animations i made for my model through the emote menu however when i click on the emote it won't play anything.
-The animations I'm trying to apply to is a non humanoid object/ a chair.
-The animations have been applied to the animation override.
-The override has been applied to the avatar and the animation controller.
Can you tell me of what could be happening that making the animations not playing?

slim sparrow
#

@rapid bough generic rigs cannot use emotes

#

I mean they can if you manage to make an animator controller that reads the emote correctly, but it will loop forever and get you stuck.

#

Hand gestures don't work at all still

craggy sage
#

so i want to have my character drive a car but how would i go about that, like where but the car and how to animate it for all movement animations?

reef sandal
#

Does anyone have a tutorial on how to make Emotes that I can still move in while they're active? Also how to make infinite Emotes

feral tulip
#

I have a 2d particle emitter that is a horizontal billboard with a Circle shape that ends up being a cone, sending the particles forwards along the ground. The particles have a texture sheet. No matter which direction I turn the emitter the particle itself is "facing" the same direction every time instead of facing the direction it is being emitted in. How would I get it to align the front of the particle to the direction it is being emitted in?

torn pawn
#

change alignment in Render tab

#

it's probably set to "view"

fierce bane
#

@reef sandal Emotes lock you in place for their entire duration.
Gestures let you move freely.
Look up Emote state machines if you want a toggle emote.
Be aware that late joiners and anyone that re-loads your avatar will see the first stage and be out of sync.
And if someone isn't looking at you when you toggle it they'll be out of sync as well.

#

for an "infinite emote" you'd probably just want to toggle on an animator that has it play on loop

reef sandal
#

Thank you! @fierce bane

craggy sage
#

any ideas for me?

craggy sage
#

does IK always stick when in VR

muted prairie
#

Stick ?

#

If you meant having your locomotion animation be that, yes you can

craggy sage
#

well like i have a custom animation and maybe im doing it wrong, but when i dont move my feet stick the ground

#

maybe it has to do with the idle animation?

muted prairie
#

You'd need to use dummy bones for that animation afaik

wild plover
#

here's something i've been toiling with for a while

#

how do you import shape key animations into unity?

#

if it's even doable

muted prairie
#

If there's keyframe, it can be baked into the model itself, and then they should be seen in Unity

clear yew
#

Is there any way to keep the player on this box collider? I just keep sliding off when the boat moves.

glass mesa
#

Does anyone know how to pick which dynamic bone you want to edit in a animation instead of it being the top one?

lament prism
#

How can I animate a generic model in blender for unity?

#

I just got done weight painting and rigging the entire model, now I just need to animate since it has 3 legs.

#

@muted prairie I also fixed that problem I was having!

muted prairie
#

Sweet, what was the cause ?

lament prism
#

I messed up with the IK Handle

#

Fixed now

#

Just have no clue what to do next tbh lol

muted prairie
#

Learn animation 😄

cloud reef
#

Hello, I've got a small problem with dance animations. When I first start to dance everything is fine but after a few seconds my point of view is back to my head and it's standing still while the rest of my body is still dancing. Does anyone know how to toggle point of view so that my character will dance to the end without any problems?

slim sparrow
#

You can't put animations longer than like 30 seconds on emotes without that happening

cloud reef
#

Also when I did the override my face expressions disappeared

slim sparrow
#

Unless you disable the IK in the emote

cloud reef
#

Oh, how do I disable the IK?

slim sparrow
#

You need Final IK, you can then disable VR IK, IK Execution Order, FBBIK and possibly Limb IK in the emote animation.

#

That should cover every case

cloud reef
#

That would take a while for me to figure out but thanks for answer

slim sparrow
#

Well if you have final IK it's fairly easy.

#

Duplicate your avatar, add all the components I mentioned to the duplicate. Disable them all in the emote animation

#

Then you should be good to go

#

Keep in mind you will still get movement back, but at least your IK won't be interfering anymore

#

Alternatively, you can put it on a hand gesture and it'll play as long as you like.

cloud reef
#

Does it matter what version of final IK I have?

wide sable
#

Hey, just got back into vrchat modelling. I know what I'm doing apart from the new animator component. I've seen people do crazy stuff with it, like only being able to pull out an arrow for a bow when you're holding the bow, and cycling spellbooks and stuff. I have some idea about the cycling stuff, just no idea about how to make an item only appear in one hand and not automatically when the bow is pulled out as well with a gesture.

cloud reef
#

@slim sparrow (sorry the ping) Hmm.. I did as you said and it didn't change anything. Or maybe I didn't quite understand what you meant. What do you mean "disable them in the emote animatoin"- when I go into animations section I can't add any components there, only to character itself. Edit: Nevermind, I found the emote animation.

#

After those 30 seconds it still bugs out. Is there a way to limit the animation itself and make it end after that time? It won't show the full dance but at least it will look normal.

clear yew
#

You need final ik 1.7 or 1.71

#

That's what your emote needs to animate

#

I think there is no path

lament prism
#

I'm animating in blender and I'm not sure how fast I should make my animations.

clear yew
#

does anyone know how to do world animation?

slim sparrow
#

Final IK 1.6.1 seems to work fine for me, that's also the one the game uses

hollow perch
#

It shouldn't matter what script you use for the animations anyway, just needs the correct GUID

#

I've been waiting for someone to make a final IK stub that has the final ik GUIDs and only an Enabled property

clear yew
#

very impressive people willing to pay the price of final ik to get those animation properties

grizzled badge
#

Hey anyone know how I could add an object to my avatar so that it kind of like hangs from it?
I want to have a knife that would spin around my finger

fierce bane
#

@grizzled badge if you just want to to always be perpendicular then a hinge joint would work
If you want it to always point down in relation to gravity you'd probably want to use a configurable joint instead
Either way it would anchor to a rigidbody on the finger for it's connected body

clear yew
#

Question

#

do the hand animations have to be only 1 keyframe?

fierce bane
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@clear yew two keyframes, a single frame duration (0:00 and 0:01 should have the exact same settings or it will flicker)
You can however enable an animator with a gesture to have a longer animation play while held

clear yew
#

I see, want my character's helmet to slide up instead of just instantaniously pop up

#

how would you go about enabling an animator?

#

(im still fairly new to unity's bullshittery)

fierce bane
#

yes you'd need to make an animation for it to go up slower with multiple keyframes
Then place that animation inside a blank animation controller (most commonly with a start->blank animation->your animation)

#

and disable it by default to then enable with the gesture itself

#

always remember to animate on a duplicate, not the primary avatar

clear yew
#

Yeah, so would this controller be the main one in the Main avatar?

#

Or can you put it in the object you're messing with and have it trigger?

fierce bane
#

no, add the animation component to your avatar (not on top level as it already has one)

#

then you make a controller to work with that has your animation in it

clear yew
#

Can you send animation triggers to these?

#

using the vrc trigger stuff

#

so i can choose which one i want?

fierce bane
#

triggers only work in worlds

clear yew
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Mmk

#

Cause i'd need multiple animations

#

(for example, one opening the helmet, then one closing it again)

fierce bane
#

you could use a state toggle to have it go up, then shift to the down on the next activation

clear yew
#

How would i go about doing that? (sorry for being so naive)

fierce bane
#

here's one way

#

er...pretty sure that's the right one....

#

shows state machines which is the major part

clear yew
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this one is more recent

clear yew
#

I cant seem to figure this out

#

it says the component doesnt exist

#

so...

#

check for an update in the sdk, if you havent yet

#

I hate unity

#

it's so unreliable

#

Uh..

#

How so?

#

it's not letting me edit my animations anymore

#

even though i have the animation lock on

#

Are you recording?

#

no

#

it's just not letting me do anything

#

Then the answers there..

#

Apparently

#

if you lock it then click something else that has an animator

#

it glitches and doesnt let you animate anything until you unlock it

#

Or atleast that's what happened to me

#

But.. You locked it...

#

No like

#

it doesnt let the current animator even animate

#

it just says "Oof too many animators"

clear yew
#

ß

#

lol

clear yew
#

Are gestures busted or something?

#

I have this state machine one that should override, but it doesnt override

#

and it works fine when i do it in unity with a fake animator

grizzled badge
#

@fierce bane thanks about the hinge idea, worked perfectly

#

Anyone know why when I press play, my fingers dont seem to go in the position I had set them in the animation?

clear yew
#

Did you press the little recording dot while you were posing them?

slim sparrow
#

Can you show screenshots of the animation window?

grizzled badge
#

sure, just a sec

#

and no, but at least previously I didnt have to press it

#

hmm, apparently when I move the animation time slider the fingers pop in place. I think it might work correctly now?

grizzled badge
#

for some reason even thought everything was aligned perfectly in unity, in VRC they are not. Any idea how to fix?

#

Also, I'm trying to create a knife spinning animation where I use unity hinge. But the acceleration of the knife spinning is very low. Could appreciate help with that as well.

clear yew
#

try using 0 mass on the hinge

grizzled badge
#

I'll try that out

analog pivot
#

do i need worry ? i get unity error when edit animation - I don't understand it ?
Could not register property modification for animation binding m_BlendShapeWeights.Array.data[25] of object Body, modifications will not be automatically reverted

#

i use vr - gesture / animation work ok ?

west nacelle
#

hello , how i can enable gesture animation more than frame 0 / 1 without it got stuck on other gestures?

brittle granite
#

I modded my own Delorean animation for one of my friends who's in the navy

slim sparrow
#

@west nacelle you can't. What you can do is offload the animation to another animator

#

So when you pull out an object, you put an Animator component on the object which then animates itself

west nacelle
#

ouki thanks

shut dragon
lament prism
#

I made this walking animation in blender and I'm not sure if this is good enough for VRC. I'm obviously going to be making this a generic instead of a humanoid. But is there anything I should do, like make it faster, or loop it infinitely?

muted prairie
#

Does it loop correctly ?

lament prism
#

I actually don't know how to loop it

muted prairie
#

So everything moves forward the same amount ?

lament prism
#

I would hope

muted prairie
#

Looks like the head isn't

lament prism
#

Well I watched some reference vids and in the movie the head in completely stationary

muted prairie
#

It's above the center of gravity so it looks stationary, but in your anim it's behind it when the legs start moving

#

you can see it when the gif loops

#

the head doesn't move but it's not above the legs the same way

lament prism
#

so just have the head always moving forward a bit?

muted prairie
#

yep, so that it ends up being in the same position as it started in relation to the legs

#

and then it can walk indefinitely

#

otherwise the head would moves back a bit every time you'd keep walking

#

actually, it would snap forward

#

You can maybe visualize it, press space in pose mode after selecting all your bones, then type bake action, set the end and start keyframe, bake it, and then you can press play, it'll loop automatically

lament prism
#

it doesn't loop when I do that

#

just did this

fierce bane
#

@lament prism For something like this you don't want to move the head (unless you want it bouncing around)
Make sure the legs return to their starting position and it'll loop when it replays it

#

as long as the legs move forward, slide across the ground, and return to starting pose it'll loop properly

#

you want one full walk cycle (which could be longer if you want variances in the walk)

brittle granite
#

@lament prism awe dangit I was planning on bulding one of these lol

fierce bane
#

Yeah I saw it and I could just hear the "BWAAAAA"

lament prism
#

@fierce bane I'm having a pretty hard time looping it tbh

brittle granite
#

There are a lot of things wrong with the animation @lament prism I can give you a thurough critique if you want to get on a call and i can do a draw over

fierce bane
#

copy the first keyframe once you get close and duplicate the pose for it

lament prism
#

I re did the entire thing

#

well here's my problem now

#

but at the very end the one leg moves too quickly and I can't seem to get the movement faster

brittle granite
#

I would need to see the curves in the graph editor

#

I could tell you a lot more what is gong on if you show those

lament prism
#

Idk the animation feels really slow rn

fierce bane
#

you can accelerate it in unity since you're using generic

brittle granite
#

ok there is your problem

lament prism
#

oh alright

fierce bane
#

you just apply a multiplier above 1 and it'll run faster by that much

brittle granite
#

you have a ease curve when the foot is going back... it should be linier

lament prism
#

ease curve?

brittle granite
#

Blank I can explain all of these if we get in a call

lament prism
#

This is literally my first time animating so I'm not sure what that is lol

#

Alright

brittle granite
#

there is a lot of info i can drop on ya

lament prism
#

I don't have a Mic unfortunately

brittle granite
#

don't worry just be prepared for notes. You can type your response

lament prism
#

ok lol

#

ty @fierce bane for the heads up

#

I'm super stoked to get this into the game, I'll let ya know when I'm done 😃

fierce bane
#

when setting up the animation controller you'll have an option for animation speed, that's where you can accelerate it to your liking. Do remember those things are massive though, so slow may be what you need, especially if you want it to look right with vrchat's even speed for everything despite size

#

animation scale? I forget the exact wording

brittle granite
#

@fierce bane I gave them a thorough crash course in animation

muted prairie
#

Nice loop Blank !

whole raptor
#

Hi guys. I'm currently using Moon's shader, and I wanted to know if there was a way to hide my nameplate. I am not doing this in a malicious manner, as this is for an avatar I am currently creating.

lament prism
#

ty but I'm probably going to re-make it once more tonight with added bones to the feet.

fallow pier
#

Does anyone know how to fix this, where the gun just follows the hand instead of staying in the hand

#

It has an animation on it and collected using fixed joints

fierce bane
#

@fallow pier is there a reason you're using a fixed joint instead of just making the gun a child of the wrist?
If using particles for the gun, you can just put the rigid on the gun (and particles outside armature on a fixed)

fallow pier
#

Ill see

#

I was using a fixed joint because I thought that was the only way to have non looping animations, but it seems im just a tad bit dumb lol

#

Thank you anyways

clear yew
#

Out of curiousity, i have an avatar that's using gesture>trigger animation , is there a reason for it beginning to bog down my game?

slim sparrow
#

@clear yew is it a local particle system?

clear yew
#

No

#

it was just a simple animation

#

i figured it out

muted prairie
#

@slim sparrow I think i remember you explaining to someone how to fix a broken path in an animation, if you don't mind helping me out ?

slim sparrow
#

Oh yeah sure, I could help out

#

If a path is broken you can press F2 on the property to manually change it

#

@muted prairie

muted prairie
#

In that case i'm not sure why it's already not considered as being the correct patch

slim sparrow
#

Hmm, on which object is the Animator component located?

muted prairie
#

Top one

slim sparrow
#

Because it will go down from there and search.

#

Alright

#

So the Animator is on SHOPKEEPER_PRE (1)?

muted prairie
#

yep

slim sparrow
#

In that case, it is missing SHOPKEEPER_PRE/ at the start of the path

#

Adding it manually at the start should fix it

muted prairie
#

Ok that worked perfect, now, would you maybe know if it's possible to remove the "Optimized game object" status of a model, without going through the armature menu ?

#

That'd allow me to animate blendshapes as well, using the method above

slim sparrow
#

I think if you add the mesh to the "Transforms to Expose" list in the rig configuration, you can still animate blend shapes.

#

This results in one extra game object but that should be worth it

#

But I'm not sure if that works. I rarely use that function. It works because each bone gets defined in the generated "Avatar", but I don't think the same applies to the actual meshes.

muted prairie
#

That's my issue, it's set in stone in the .avatar

#

I have access to both the correct model, and an fbx version with different blendshapes which wouldn't work with the animator, maybe there's a way for me to take the skinned mesh rendered from the first model and add it to the second one ?

#

I tried jusst duplicating it and adding it ot the hierarchy of the second one, but it doesn't move