#animation

1 messages · Page 105 of 1

slim sparrow
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The way bones and meshes work in Unity is rather "magical" unfortunately, transplanting meshes makes it no longer work. The generated mesh object has some sort of hard reference to the "original" armature it came from.

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I don't quite understand how it works

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Maybe you could try changing the "Root Bone" property of the Skinned Mesh Renderer, after adding it to the second one's hierarchy?

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It may still be referring to the Root Bone in the original hierarchy

muted prairie
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i'll give that a try too, been at it for weeks

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thanks for the suggestions !

slim sparrow
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👍

brittle granite
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@muted prairie I try to stay away from optimized game objects. It replaces your armature with transforms that can't be edited easily.

wide sable
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Hey, for some reason all the animations in the examples folder are just the idle animation over two frames, any idea what I've fucked up? Literally every animation, handopen, rocknroll, etc is the same and it's all the idle animation. I even deleted the example folder and reimported it from the SDK

viral vortex
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hey does anyone know how to loop a 5sec animation to loop for 32sec animation i really have no idea how to do it

slim sparrow
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@wide sable that's normal

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The game's animations are not distributed due to licensing

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The animations are only placeholders for the override controller.

wide sable
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@slim sparrow Ah, for some reason I was convinced I'd copied their animations last time. I've figured it out now, thanks for the help. I'm just dumb haha

whole raptor
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How would I make an animation not loop, but also reset itself after the animation is off?

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I'm making an animation on my avatar that involves a dissolve value being increased to make him appear/disappear, and I want to know if there's a way to animate it so that it doesn't loop but resets when not active.

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I went to the animation and disabled loop time, but because of that the animation would not apply the dissolve value and instead did nothing but play the sounds and make my avatar appear

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I'm very new to animation

clear yew
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you mean the dissolve value returns to default after you are done using the override?

clear yew
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How do I make an animation that swaps the skin of my avatar with a different one?

vapid spindle
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not sure if this is the right channel to ask this but: out of curiosity, is it possible to use animation overrides to enable/disable a seat on my avatar?

glossy grove
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yes is possible. but u need two animations, one turning it off while the other turns it on again. disabling the component or empty game object is enough.

vapid spindle
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yeah

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okay

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then next question would be if you can change an avatars leg positions when they're sitting in a seat?

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via animations or other means

clear yew
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Hey guys, need a quick and with setting up an animation to a gesture or emote (not bothered which, gesture would be better)
Pretty much I've got stuff set up and ready to go I think, and I know how to add an animation to a gesture using the override, however I've got an animation controller all set up for some transitions and such and was wondering If I could have a gesture/emote activate that controller and make things happen?

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Its all set up in an animation controller on the duplicate avatar, so even if I could just hide my own self and show the other avatar it should just work, cause if I've got my avatar hidden and the duplicate shown, and I hit play, it does the full animation as I'd like it to, dance/particles/shaders, everything

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I think I figured it out

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just duplicated the second avatar and hid it under my main avatar, and set an animation to unhide it and hide my mains body

random glade
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you dont need 2 animations to toggle the seat

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just 1

vapid spindle
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that's neat

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so is there a way to adjust your avatars legs when you're seated?

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in addition to the default seating position

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basically what I'm wondering is if it's possible to make one avatar that gives another one a piggybag ride or a ride on their shoulders and for that it'd look better to like spread/adjust the legs

slim sparrow
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Yeah, that's something you can actually do

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Just change the seat's sitting animation

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@vapid spindle

vapid spindle
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oh so it's the seat that dictates the animation the avatar that sits in it does?

slim sparrow
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Avatars can have their own custom sitting animations but the chair can override that too.

vapid spindle
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ah, didn't know that

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that's neat

slim sparrow
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Most regular seats don't have custom animations because it gets rid of all the user's sitting anims

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Including gestures

vapid spindle
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ah, okay

slim sparrow
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Seats can give the occupants new gestures but they won't be personalized with the avatar etc

vapid spindle
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so avatars can have a separate set of animations just for when they're seated?

slim sparrow
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Yeah, that's what "Custom Sitting Anims" is for

vapid spindle
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ah, TIL

slim sparrow
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Mostly useful to make seated-only emotes or to change the idle sit

vapid spindle
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thanks for the explanation

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so my plan is possible then, nice 😄

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working on making avatars for me and 2 friends and one of them wants to be small so I was thinking of giving the other two an option to have her ride on our shoulders or carry her on our back 😄

livid drift
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Anyone have experience with adding an armband of sorts that rotates and almost acts as a watermark? Im not sure where to start

slim sparrow
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Cylinder with an animator on it, or a local mesh particle system with max 1 particle with rotation over lifetime

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Then just put any cutout or transparent material on it

clear yew
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looks like a lag fest, is not, i was at 90 frames all the time while recording at 1080p 60

chilly kernel
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how does one make realistic bow string <.< ive seen someone with one that when you bring ur hand close to the string it attaches to the hand

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i have now idea how it works

hollow perch
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@chilly kernel I'm only listing a few ways here you can explore this...there are probably better ways, but one principle for such objects is to make a mesh weight painted to each hand. To make a separate weight painted mesh, you can actually drag "bones" of your bow around in the unity hierarchy after importing it. don't be afraid to break the Prefab. Or you can build it together with your object in Blender on the same skeleton.

The arrow of course is a unity prefab, and then you have options for attaching it to the other hand: from toggling fixed joints, to Final IK solutions like Aim IK, to a single item toggle where you hide an object in one hand and show a bow that's painted to one hand but with the string weight painted to the other hand to make it look stretchy, and of course the arrow itself is a particle.

chilly kernel
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i mean that sounds like it works but only thing i dont understand is that how the string attaches to his fingers when he holds hand close to the string. its not different gesture its literally every time the hand is certain distance from the string it jumps to follow the hand

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also the bow is particle. i asked and he said he didnt see his bow at all on the camera

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which means the bow itself is particle

hollow perch
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doesn't mean the bow is a particle. there are other things like material swaps or shader properties that also don't show in mirrors/cameras.

particle systems have a feature called triggers where you can select a specific collider to use. clever use of a trigger or collider here could allow a particle or to jump from one hand to the other, using a feature to show a line between particles.

I'm going to bet the actual system you are talking about is using a trick I haven't even thought of. That's how things are sometimes--many creative ways to do something

chilly kernel
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i hate the fact that cant make scripts for things :/

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I actually think i got it

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its actually pretty clever one

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so when the particle enters collider the trigger makes it kill the particle and when it dies it triggers sub system to spawn which has spring joint on it which is connected to wrist rigid body

vapid spindle
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that sounds pretty clever

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even if I only understand 25% of what you just said 😄

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can't wait to start messing around in Unity once I have my avatar done

wheat sparrow
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привет всем

vapid spindle
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gesundheit

wheat sparrow
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а в какие игры вы играете

chilly kernel
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so after experimenting with spring joint....

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ive been looking 1 cube orbiting another for 10 minute now

fierce bane
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if you want it to slow down it needs damping to counter the spring

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also an "inside" collider with the target of the collider on your hand would pull it in when you got close to it

wheat sparrow
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what you look anime

hollow perch
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ah yes inside colliders are also a feature of Dynamic Bone @chilly kernel - If you've ever seen an avatar that is able to pulls up a skirt with their hand 👀 that is often done using inside colliders

chilly kernel
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inside collider?

wheat sparrow
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what you anime are looking you can to list

chilly kernel
fierce bane
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not understanding @wheat sparrow

wheat sparrow
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You watched re zero

chilly kernel
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can you move ur convo out of animations chat

chilly kernel
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well i managed to work the inside collider but for some reason it pulls everything under it inside the collider

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even theyre bound to something else trough rigid body

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only problem is how do i disable the inside collider

fierce bane
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you just toggle the dynbone script off to disable the attachment which will rapidly snap the string back into position

clear yew
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@chilly kernel @hollow perch the bow being referenced is probably using stop action animation to grab the string when the hand is close

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ikita recently made one that does that, but im not sure about whether they are using retro's system, my system, or another custom system

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i also made that part in weird.cocc's bow, so maybe it's one of those

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and also some japanese players are doing stop action for bows now

hollow perch
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Ah cool, yeah there are different ways to do it, stop action + final ik would be pretty powerful

slim sparrow
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Can't wait for the japanese to find some sort of problem or exploit within it and seeing it get removed lmao

clear yew
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i think it's impossible as long as it's stop action disable

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i dont know about stop action destroy

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probably also nothing dangerous

slim sparrow
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That's what we thought about legacy animations too lol

clear yew
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i hope it stays safe. its so flexible and good

slim sparrow
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It's a pain to set up lol

clear yew
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its not so bad. ill have a guide for my prefab soon

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its actually really easy

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im thinking about what could be scripted and what interactions should have prefabs though so its more drag and drop and less like dealing with state machines

chilly kernel
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@clear yew how does it work can you explain in dms or something <.<

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also how does one disable dynamic bone script

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theres no checkbox

clear yew
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idk about disabling dynamic bones since i used physics for my string but i can help. it's pretty labor intensive though to explain the entire thing but not only do you need to understand how to animate with stop action, you have to actually animate your interaction

chilly kernel
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i wish there was ready scene with it working 😄 i would understand it after breaking it down peace by peace

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you dont happen to have scene with everything setup without objects ofc?

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i usually learn easiest by breaking prefab one by one untill i see connection between pieces

clear yew
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i mean i could create a working scene but its so particular, would be commission tier

quasi hinge
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for disabling dyn bones couldn't you just disable the component (or if you set it up, gameobject) or set the distance to object to 0?

lament prism
muted prairie
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You can duplicate the animation from the assets, then use that instead

lament prism
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I can't seem to select it from here..?

slim sparrow
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You can't left-click on it?

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And then press CTRL+D?

lament prism
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Nope

muted prairie
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that's a unity bug then

lament prism
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I think I found a workaround anyways

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Going to test now

torn pawn
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@lament prism rename the animation that so it doesn't contain any /| and etc symbols

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then you can duplicate it

burnt oasis
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Is anyone having issues for gestures not working? Seems my just uploaded avatar has cup hand syndrome on all gestures; except for animations.

lone dirge
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I suppose this is the best place to ask this question. In Blender and in unity my left hand works perfectly fine. Able to create hand animations in unity, and pose mode in blender has no issues what so ever. Checking the muscle structure in Unity as well no issues. However in game my hand looks like this

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haven't found any issues with humanoid rigging in blender, ive checked all the muscle settings for it

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right hand is completely fine though

lone dirge
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@ me if you have a response please thanks

muted prairie
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So you're able to do that movement in the muscle view in SDK ?

lone dirge
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yes

livid drift
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Anyone know how to make the band brighter at all? The animation and everything is working but it feels like you really have to strain to even read it
https://imgur.com/a/5sjj3K2

slim sparrow
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What kind of material is on it? What shader are you using?

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You may need an Unlit shader

hollow perch
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You might want to tweak the blend mode or BlendOp. It all already looks plenty bright. If I had to guess, you're doing something like One One blend mode. You could try using alpha blending and ads a black halo and some partial transparency to your band so your skin is darkened around the band area and will lead to better contrast.

livid drift
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thank you ❤

grave topaz
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Why the hell do my doors keep getting smaller as they open?

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Scale is not a part of the animation on literally any door, but they all get compressed as they rotate open.

grave topaz
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Yup. Completely redid the animation, but for some reason it warps when opening, but ONLY in VRChat. Not in editor.

fierce bane
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@grave topaz Assuming you're applying only rotation it could just be vrchat being strange. I'd try putting a dummy object (offset to the hinge) that rotates and make the door a child of it.
Could also try forcing scale in the animation. Not sure why it would do that though...
Could also try in #world-development to see if someone knows the reason and/or solution

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@lone dirge make certain all bone rolls are 0 in blender.
could potentially be the rotated wrist throwing off the IK as well as the normal wrist position is straight out from the arm (tail at about half way between the midle and ring fingers)
Also be certain you're using the muscle animations instead of rotating the bones (humanoid bones cannot be manually rotated and must use the animator component)

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my best guess is the bone rolls throwing it off though

lone dirge
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someone else gave me the same answer

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though he said just make sure the rolls are consistent through each finger chain

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not 0

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im almost done setting up the tester

fierce bane
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they should all be 0

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you can select all bones and ALT+R to reset

lone dirge
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they aren't 0 on the right hand

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and the right hand is working fine though

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hm

fierce bane
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that's...interesting....I was fairly certain unity needs them at 0 but I could be wrong about it.
Far easier to set everything to 0 instead of adjusting it to the same as the rest however

lone dirge
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the work on that end is already done lul

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if it doesn't work ill do that tho

fierce bane
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yep just select the armature, tap A till all selected, then Alt+R to set all to 0 (as always, check to make sure on a few bones at least)

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definitely let me know if the non-zero setup works though. Always good to know when you have wrong info

lone dirge
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ye

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some of them were wildly inconstent in teh chain

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like .00028d

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then -136.5

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etc

fierce bane
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yeah that's pretty likely to cause issues

lone dirge
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i also copied all rotations from the right hand into the left

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so its more even that way

fierce bane
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inverting X I assume?

lone dirge
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n-no

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manually changing each bone with ctrl c and ctrl v

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xd

fierce bane
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I mean like -x on right, +x on left

lone dirge
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my guy said it shouldn't matter but

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either way

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problem wasn't fixxed

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sample

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doing your way now with 0 rotation on all

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but at this point i doubt itll help

fierce bane
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could you show the bone setup for both hands? blender image is fine

lone dirge
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here's the most problematic finger in pose mode

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acting perfectly normal

fierce bane
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my best guess is still either the bone rolls or possibly the bones not being straight with a slight bend in the direciton they are supposed to go

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compare the left/right fingers for example

lone dirge
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maybe

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i did edit the hand mesh a bit as well

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since there was some jaggyness i needed to fix

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and shifted the fingers slightly to help with a few basic animations

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but with the weights being the same

fierce bane
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that can absolutely cause IK issues (most common with legs) and could possibly be an issue here

lone dirge
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IK?

fierce bane
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Inverse Kinematics

lone dirge
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and what i did or what u pointed out

fierce bane
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the thing where you put your hand in a spot and your arm bends

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as you move your hand around, the arm up to your chest follows it.
Normal kinematics would be rotate shoulder->rotate upper arm->lower arm->wrist
Inverse rotates the rest based on the anchored one (in this case wrist)

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for IK to know which way to bend it needs a slight bend in that direction.
It bases the rotation on what it already has available when loaded (default position)

lone dirge
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so i need to tinker with the default pose

fierce bane
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so if say a lower leg is rotated inwards instead of backwards compared to the upper leg it will think your legs should go like this < >

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I would straighten the fingers of the left hand, but with a downward curve still (which they look like they have)

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reset bone rolls after you adjust bones btw, they can change

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and that would be in edit mode, not pose mode, though pose mode should probably have an updated default pose as well

lone dirge
fierce bane
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extra note: if a bone is perfectly straight the IK will not know which way it is supposed to bend and can result in weird poses.
Even the slightest bend will tell it which way to pose however

lone dirge
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i did this in pose

fierce bane
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not the MESH but the BONES in edit mode

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you have both armature and mesh edit/object modes

lone dirge
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kk

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even though its not as prevalent as i drew

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as an added question is it possible the first finger bones are too deep into the hand?

fierce bane
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depends on where you want it to rotate

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the head of that bone is the point where it will rotate

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head being large side, tail being small side

lone dirge
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i know how it affects it that way but

fierce bane
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for unity the head is the all important part

lone dirge
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i only ask because of the way the index seems to just straight up jut out

fierce bane
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how is that finger weighted?

lone dirge
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do you think as well that the angle between the wrist and finger bones

fierce bane
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it shouldn't jut out if the bones stay in place I haven't had a wrist bone set off to the side like that, but technically it should be fine (and the right hand works fine like that, as strange as the setup is)

lone dirge
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it was the way i got the model 🤷🏿

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the fingers were a hell of a lot weirder when i first started

fierce bane
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yep, just strange design

lone dirge
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gonna do a quick rig on this next one

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update in 5

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nada

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i wanna say its slightly better but

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bleh

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at this rate im just gonna find the original file and start over

dreamy holly
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@lone dirge thats a very strange wrist bone arrangement you got there xD

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looks almost like the wrist bone is weight painted to the finger

slim sparrow
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Lol

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You can shape propagate to fix that

lone dirge
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ik

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but

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a week of this

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cuz whenever i blink

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or do any visemes

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just

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whats really weird though is that it seems i was editing the mesh on the basis key but that didn't update for all the visems and blink keys

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i guess i have to watch out for that whenever i edit the mesh itself

slim sparrow
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Yeah, that can happen sometimes, very annoying

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That's why I either edit on shape key and apply as basis, or

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Uh

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Shape propagate

vagrant mural
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so im having a problem with animation thats kinda hard to explain so i'll do my best:

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basically sometimes my animation sets to literally every finger pose except for what I set it to

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and if I do the correct pose it toggles it off into this mode where doing any other emote puts it right back into the inverted mode

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and other times it sets itself to random emotes

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literally any clue what's happening?

slim sparrow
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Your hand gestures should be 1 frame long, one at 0:00 and one at 0:01

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Nothing at 1:00

vagrant mural
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ohhhh ok

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that would explain it lol the tutorial I watched was saying to put the end at 0:10

analog harness
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Doing some effects on my character, Animation tab isn't showing on my model for some reason, I have the animator though.

slim sparrow
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Then add an animation window in unity

turbid loom
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Does anyone know what would cause a particle effect on an avatar to only work in a 180 degree arc? The particle is on a gun and when I stand up and hold the gun straight it will work from about chest height down but when I bring it higher up it will stop working

clear yew
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Is there collision on the particle?

torn pawn
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you need either fixed joint or ik_follower for world particles

slim sparrow
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I don't think that's the issue, it's probably just colliding with the local player capsule or something like that

blissful wedge
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Hey guys, Im working o an animation for an avatar. The orginal avatar keeps sinking into the floor. How do I fix this?

hollow perch
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Grrr I answered the question Check pinned message help in #animation . I usually duplicate the model temporarily while animating

blissful wedge
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Lol ok

hollow perch
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Pins are a discord feature. The one "Help I forgot to duplicate etc"

wild cedar
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I have a problem with my Gameobject refusing to trigger.

Example:
Gameobject is set to spawn gameobject3 and 2 in different timesets
Whereas Gameobject 2 also have an animation.
Gameobject 3 will spawn particles and some random avatars and does not have an animation ofc.
But somehow, only Gameobject 2 triggers and 3 refusing to trigger.
Due to that Gameobject2 is only music.
I set Gameobject2 to always active at the same time as GameObject
But still no luck getting Gameobject3 to trigger as I deleted GameObject2's spawn timer in the animation and just added 3
And now I can breathe out

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It has worked before, and now however it doesn't

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Maybe new Vrchat update broke something?

wild cedar
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Anyway, if someone have a solution. Please ping me if you may, so I can be notified.
Thank you, need to gun git now

cunning siren
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Hello people,tell me pls how can i do animation that depends on your voice output,is it a prefab or it's vrcsdk file?

fierce bane
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@cunning siren Visemes are the only thing that activates on your voice.
They are blend shapes that are made in the 3d modeling program (like blender and maya for example) And then set as visemes in Unity under the avatar descriptor.

tardy abyss
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Greetings. Is there anyway possible to 'unlock' access to internal animation files of a model (without having to go into Blender), like these, and possibly add, edit, or remove the .anim files inside the model?
https://i.imgur.com/1xm4rtC.png

muted prairie
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ctrl + d on them

tardy abyss
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Ok, and I should be able to work on them as normal (in the dupe)?

muted prairie
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nope, they need to be configured internally first

tardy abyss
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Well, what I want to do, is set flags (like Loop Time), and then re-add them to the model. But it's not letting me.
You mentioned about configuring them internally. Could you explain?

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..Ohh. I see it now. Figured it out. Thank you.

tiny gazelle
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Anyone know if an animation can have another animation contained inside?

hollow perch
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can you explain in more detail? Yes, there are ways to use the built in animation overrides (gestures and emotes) to activate a Game Object with an Animator on it, which can have a full animation controller state machine and allow for as many animations as you need using states and layers.

tiny gazelle
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I did that but they all turn on at the same time

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The highlighted one is another empty object animation

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All I did is enable at different keyframes

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Why can't I have them spawn in order?

grand loom
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I'm having a bit of a brain fart.. how do you combo gesture the snail marker? Say if I want it to only draw if I have point and fist

torn pawn
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put it under disabled game object, first gesture enables game object, 2nd does the usual -10000 to 0

glass glacier
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Can anyone explain to me how VRChat handles animation overrides and how the AvatarController works, etc.
Im currently trying to understand how the default animations are setup because in Unity they appear to set some values in the Animator, but I dont even know how that has to do with the actual Animation. Pls help.

torn pawn
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what are you trying to do?

slim sparrow
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@glass glacier the AvatarControllerTemplate controller should perfectly explain how the ingame animator works

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The game passes some parameters to that animator controller, such as your current movement speed, as well as which gestures you're doing and how far you're crouching.

glass glacier
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@torn pawn Im not trying to do anything in particular, I just want to know how the Animation Chain works, from Avatars (Unity not VRChat) to AnimationControllers in generell.

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@slim sparrow then please explain me how this makes sense as an animation:

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(Default IDLE-Animation used in the AvatarControllerTemplate

slim sparrow
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Those animations are all placeholders

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The animations themselves should be ignored as they're from various sources (such as Mixamo) and cannot be given out to us freely

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The animations are placeholders just so the override controller has a reference for what to override

glass glacier
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Okay so every custom animation that you create would be in Transform-Space?

slim sparrow
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What?

glass glacier
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Okay so lets say you want you avatar to have a middle finger animation. Then you would need to rotate the finger bones in that animation. So you would use the Transform component (Rotation in particular) to do that right?

slim sparrow
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You don't rotate the finger bones directly

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You use the humanoid animator properties

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Like Left Middle Finger 1 Stretch

glass glacier
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See thats what I dont get yet

slim sparrow
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Pick up Muscle Animation Editor and save yourself a ton of time

glass glacier
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Okay, where? Youtube? Or on the Unity Doc?

slim sparrow
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Asset store

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You can't rotate the middle finger bones directly because they're already mapped in the humanoid rig. Any humanoid-mapped bones can only be manipulated using the humanoid animator properties. This is to ensure that animations for one model will also work on the other.

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Because every model will have different bone positions and rotations

glass glacier
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Ahh right

slim sparrow
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It's a different animation workflow. For real animations and not just poses, you generally animate in some other program (such as Blender). On import, Unity will automatically convert the regular animations to humanoid ones.

glass glacier
slim sparrow
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That's the default animation pose. I assume you're in the "muscles and settings" tab in the humanoid configuration?

glass glacier
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Yeah, but why isnt it just a standard T-Pose, but that?

slim sparrow
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That's normal. You can manipulate the sliders to see how your model will look when deforming it in various ways.

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That's just the default animation pose. That's all humanoid properties set to zero

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So essentially, everything is only half-stretched.

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The lower leg for example is halfway between "fully stretched out" and "completely bent"

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An important thing to keep in mind, the IK doesn't like it when the rest pose looks like that. That's why when creating animations in Unity, you duplicate the model first, make the animation on it, then delete the duplicate.

glass glacier
#

Ahh okay

slim sparrow
#

Otherwise it will actually get stuck in that pose

glass glacier
#

But that only has to do with the IK?

slim sparrow
#

Well that seems to be the biggest part of it. When I set up some simple IK on an NPC in my world, I had weird issues when the base model wasn't T-posed.

#

The SDK may not let you upload if it's crouched in the floor like that either

#

In regular Unity this is generally not an issue as an animation will override the pose anyway in play mode

glass glacier
#

Okay Im slowly beginning to understand

hollow perch
#

By the way the default avatarcontrollertemplate coming from the sdk has a bug. You need to edit layers for left and right hand and assign an "Avatar Mask" with just left and right hand respectively, then set weight to 1 for those layers

glass glacier
#

And why?

slim sparrow
#

Oh yeah, the controller template is missing avatar masks. It's also missing the avatar mask for the locomotion layer, although that one isn't strictly needed.

glass glacier
#

This is all black magic to me yet xD Why does it need Avatar Masks? What do they even do? And what is the "bug" even causing?

slim sparrow
#

It's not 1:1 to the game as this one would theoretically also support separate left/right hand gestures, gesture animations of any length, non-looping gestures, and it has no avatar mask for the locomotion layer

#

Animators work in "layers"

#

Every layer can play one animation at a time

#

In VRChat, there are animation layers for the left and right hands, for hand gestures

#

To ensure that the hand gesture animations will only actually affect the hands, an avatar mask is used.

#

So you can't rotate your head on a hand gesture for example

#

And the avatar masking also ensures that if you do a gesture with the left hand, the finger poses only apply to the left hand, not the right hand.

glass glacier
#

Aha, and what about the locomotion layer?

slim sparrow
#

Without an avatar mask, you would half-crouch down into the ground every time you did a hand gesture.

#

The locomotion layer's avatar mask doesn't appear to be necessary. It prevents you from moving game objects on any walk animations for some reason.

#

So if you have an extra set of legs, you can't animate those on walk.

#

The locomotion layer plays all the walking and running animations, as well as the falling one

#

The avatar mask on the locomotion layer seems to restrict those animations to only allowing humanoid animator properties and other misc properties

#

Basically anything except moving, rotating or scaling game objects

glass glacier
#

Is there any comprehensive tutorial on how to work with that Muscle Animation Editor workflow?

slim sparrow
glass glacier
#

thx

tiny gazelle
#

I just wanna know if you could make a game object with an animation and make a 2nd game object animation to be in the animation of the 1st game object animation so I could use them in 1 override gesture on one hand

#

Then if I could have a game object animation on the other hand while the other is playing

fierce bane
#

any animation triggered by an animator has to have the correct path based on that animator
So the gesture would need armature/firstobject for example, but the second would need secondobject without the armature or firstobject listed (assuming firstobject and secondobject are your animators)

tiny gazelle
#

I put 2nd object animation in the 1st object animation and put in on the avatar layer before armature

#

Is that not right?

#

@fierce bane

fierce bane
#

thats fine, but the second animation has to be made FROM the 1st object, or have the path edited for the setup

#

animations are based on the point they're activated from. Gestures for example are made from the avatar's top level (where the controller would be)

#

So your second object would read secondobject and not firstobject/secondobject

#

it's a lot easier if you make the animation FROM the object that will activate it, then it will have the proper path from the start

tiny gazelle
#

@fierce bane

#

So I cant just throw in an enabled 2nd object?

tiny gazelle
#

Even if I animate all these particles and audio in one object, it all turns on at once

fierce bane
#

that animation is being done on 1st object directly correct?

tiny gazelle
#

Yes

fierce bane
#

and 2nd object is disabled

tiny gazelle
#

Yep

fierce bane
#

what is 2nd object set to at 0:00

tiny gazelle
#

starts at 0:00

fierce bane
#

then yes, as soon as you enable 1st object, 2nd object is ALSO going to enable

#

if you want 2nd object not to start it shouldn't have a key until it needs to enable

#

or the 0:00 key should have it disabled and another disabled key one frame before it enables

#

(Note: technically doesn't need the extra disabled key if you understand curves)

#

and your gesture is only enabling 1st Object correct?

tiny gazelle
#

Yes at the beggining

#

So 1st and 2nd keys should be not enabled so it could work?

fierce bane
#

if you want 2nd object to start at a specific time (say 10 seconds in for example) then it should not be enabled until 10 seconds in. Any time before that it should be disabled

tiny gazelle
#

It is off for the gesture until 17 secs

#

I have something enabled in 2nd object at 0:00

fierce bane
#

why isn't it just in object 1 if you're going to enable it at the start anyway?

tiny gazelle
#

I mean the 2nd object should start at 17 secs

fierce bane
#

then it should be enabled only at 17:00
Or have a disabled keyframe at both 0:00 and 16:59, then enabled at 17:00

#

why are you splitting those into a separate animation...?

#

those could just be placed in the first one and avoid this whole mess

tiny gazelle
#

Thats my 2nd object

fierce bane
#

but why do you even have them separated into a second animation?

tiny gazelle
#

I did do that but it doesnt play in order

brittle granite
#

hi

#

i can clarify some things

fierce bane
#

You would just offset the first point to 17:00 instead of starting it at 0:00 >.>

#

you just enable things as needed

brittle granite
#

so you want to imagine every component in your hiarchy can only look down the lines of the things connected to it

tiny gazelle
#

I doesnt work .-.

brittle granite
#

and it only knows the name of those objects

#

so you need to put things on the top level. Animation is like calling out instruction notes to a player piano. If you rename things, or the object you want controlled isn't a child in the hiarchy. it breaks

fierce bane
#

Thor, son of odin

Odin
   |-Thor```
#

It will work if your setup is correct, or your pathing is correct

tiny gazelle
#

So the hierarchy is also in order as the animations?

brittle granite
#

I have a deloreon animation that gets activated. the Emote that is in the Custom overrides. The only thing that is in the animation is "hide avatar" and "activate Deloreon" game object. The Deloreon game object has an animator controller attached to it that is set to "play on awake" it handles all the particles and the animation of the car.

#

then when the Deloron asset gets unpacked (activated) it has the instrcutions contained in it.

#

The thing is, i can put ANYTHING in that deloreon game object. once it's unpacked and it starts reading it's own instructions.

tiny gazelle
#

Ah so everything has to be organized the same

brittle granite
#

but if I rename "Delorean" to anything else. The top level emote wont know what to look for.

#

and wont activate it

#

yes it has to be organized. nameing conventions and hiarchy MATTER A LOT

tiny gazelle
#

Wow thats good to know, I'll try it

brittle granite
#

notice how everything the animator is controlling is directly linked to and BELOW it in the hiarchy window. If you close the little black triangle and to collapse the list. and you can STILL see that object listed in the hiarchy. It's not going to be animated.

#

Yeah hopefully that provides some insight how it actually works.

tiny gazelle
#

Hmm okok

brittle granite
#

It goes deeper once you get into gimbals, frame rate, draw calls, but that's going deep down the rabbit hole

fierce bane
#

I don't see any reason to run two separate animations for this (there are times when you should, just not this)

You could even just move those 3 objects in the second animation up to the first object and copy/paste the 0:00 to end frames of this second animation to the 17:00 mark and have it work normally

brittle granite
#

I could do that... but then it'd be locked into what in the first. And I wouldn't able to drop in the complete prefab into my other avatars. or surprise my with stuff like this:

#

I made a quick edit to his shiba model and only he gets this edit. He works in the navey

fierce bane
#

I was talking about for akio there

brittle granite
#

@fierce bane ah... in the future i would tag that individual in order to avoid any confusion

fierce bane
#

yeah probably should have, hadn't talked at all about yours and had been talking to akio on and off while doing stuff

tiny gazelle
#

Its hard to add properties on animation in order

#

Its normal for the first 2 but then the 3rd goes on top

#

Keeps going on top from there

tiny gazelle
#

Oh it goes by the alphabet order for some reason

#

Do I have to rename them?

#

@brittle granite

fierce bane
#

there's no reason to rename them

#

that's just a visual order so you can find something you're looking for

#

the order has NOTHING to do with animation order

#

that's all the keyframes on the right...they activate when you tell them to activate

tiny gazelle
#

So I guess its the hierarchy thats in order

slim sparrow
#

You can also just press record and manually enable/disable the objects

brittle granite
#

the hierarchy is the order it's in. think of it as steps.

tiny gazelle
#

I mean I did enable these right but it all goes on at once so..

fierce bane
#

select the 0:00 frame of the first animation and show that

muted prairie
#

I tried changing the name of the entry in the animation file itself, but if i use upper case letters it creates spaces in the name

fierce bane
#

I'm not sure how you have it set up, but is the mesh at that path? blendshapes are bound to the mesh as opposed to the armature.
You can also just select the components and hit F2 (or click multiple times) to access the components path (easier to select whole path and paste into notepad to edit or similar)

#

it looks like you're adjusting a transform at the same level as you're trying to access the blend shapes

hollow perch
#

My guess is this model was built as lots of pieces, located inside the armature itself (it will do that if you import fbx with meshes that do not contain an armature modifier, like unity chan was like that) . But oh boy are the perf stats going to be mad at all the extra skinned meshes

fierce bane
#

ah yeah that's probably it

muted prairie
#

It's a model inside a world 😄

#

Well the path should be the one for the object that holds the blendshapes right ?

fierce bane
#

yes

muted prairie
#

Ok, so from the screenshot, it should be correct ?

hollow perch
#

Can you press f2 on that line. Either the path is wrong or the blend shape for that is missing

muted prairie
#

if the path is correct, it means the actual name of the blendshape is wrong, but i don't know if i can fix that

hollow perch
#

You can if you know what it should be

muted prairie
#

not if it doesn't allow me to use upper case letters

hollow perch
#

Make aure your serialization is set to text and open your anim file in a text editor like notepad ++

muted prairie
#

i am, it just creates spaces between lower case and upper case letters$

hollow perch
#

That's just a display issue

#

Internally it uses exactly what you type

#

Check the anim file text

muted prairie
#

Well then i'm confused

#

path is correct, blend shape name is correct, path invalid still

hollow perch
#

What's the path. Maybe the root is wrong.

#

Actually what happens if you hit record and manually change the blend shape you want

muted prairie
#

SHOPKEEPER_PRE/shopkeeper_model_5706/RIG:RIG:MDR:lowRes_5706

hollow perch
#

Which object has the animator on it

#

It is designed to have the animator one level above SHOPKEEPER_PRE

#

So you need it to be in an empty object with the animator on iy

fierce bane
#

you could also change the paths to exclude SHOPKEEPER_PRE if the animator is on that

hollow perch
#

Yes using a text editor or unity animation hierarchy editor from github

muted prairie
#

I tried using that github editor, i wasn't really 100% on what i was doing

fierce bane
#

assuming you were ok with doing them one by one, just selecting the component and hitting F2 will open the path for editing as well

hollow perch
#

Yeah find replace might work

muted prairie
#

I've done that manually for a few objects, but the blendshapes don't seem to agree on the path

hollow perch
#

I'd be hesitant to say f2 on every line just because it is error prone and maybe a lot of work but give it a try for these blend shapes maybe

muted prairie
#

so i'll need to find why it doesn't like that path

hollow perch
#

Where is the animator

#

The animations shouldn't include their own object in the path name

#

So it should be one level higher

muted prairie
#

oh so i need to remove the last object ?

fierce bane
#

farthest left in path, the first object usually
so if your object path is SHOPKEEPER_PRE/shopkeeper_model_5706/RIG:RIG:MDR:lowRes_5706
and your animator is on SHOPKEEPER_PRE the path for the animation should be shopkeeper_model_5706/RIG:RIG:MDR:lowRes_5706 instead

muted prairie
#

interesting, i'll give that a shot, thanks

#

mmh no dice

#

i'll try changing both the path and the name

#

ok it's grey now, if it works i'm going to explode with happiness

muted prairie
#

Which means both the path and name is good

#

buth i'm not seeing any movement

#

So my only last guess is that the actual number doesn't correspond to the respective spot in the list for the blendshapes on the object

#

ie 10300501531 being first in the list might not correspond to innerbrowRaiserL which is first in list

#

in which case, i might be fucked

#

Unless it's actually correct, and i'm blind

hollow perch
#

You should try manually setting the blendshapes or press preview and check it is the right one in the blend shapes section of your mesh. Preview button will highlight what it's doing in light blue

muted prairie
#

Can't preview on an optimized gameobject sadly, that's why it's a pain in the ass

#

There's 134 blenshapes, i don't want to do them all for nothing cantwakeup

hollow perch
#

Wait that object does not look very optimized. Something doesn't make sense about that

#

But if you can't preview them it might be causing trouble for the animation when actually playing it normally

#

(Optimization is about bone hierarchy and using humanoid properties in yout animation to move bones)

muted prairie
#

Every other piece of the animation plays correctly

hollow perch
#

The blend shapes have nothing to do with the optimizations

muted prairie
#

mmh ok

hollow perch
#

Since the meshes themselves are still there

muted prairie
#

since it has nothing to do with it, would it still break them ?

hollow perch
#

Never played with optimize game objects to be honest, but it's annoying if unity pretends it can't preview the blend shapes. Have you tried setting them manually and they work?

muted prairie
#

manually ?

#

they work on the gameobject when changing the value, and the animation shows the values still changing if i'm not selecting the gameobject

hollow perch
#

Like in the blend shapes tab of the skinned mesh in the inspector

muted prairie
#

the values also seem odd for left & right things, which is why i'm thinking it's not the correct ones

hollow perch
#

If you set one to 100 it shows the blend shape

muted prairie
#

yeah that works fine

hollow perch
#

But the animation isn't changing it?

#

If you hit record it shows in red?

muted prairie
#

the bar at the top yeah

hollow perch
#

I mean the blend shape your animation touches

#

All the blend shapes your animation changes should be in pink/red

muted prairie
#

i can't preview/record on the object it actually 'works' on

hollow perch
#

Ugh somehow I feel that might be related to your problem then

#

If it's for a world maybe you should make the blend shapes a legacy animation

muted prairie
#

i basically have two version of the model one .avatar and one .fbx, the .fbx doesn't have the blendshapes, i can edit the animation on the .fbx and preview for bones, but that's all

hollow perch
#

Since animators seem to insist on being optimized

muted prairie
#

that's what i was suggested yeah, make an animator just for the blendshapes

hollow perch
#

Yeah ok give that a try. Should be a simple matter of copying and pasting them

#

If you do it as legacy you can put the Animation on the same game object so shouldn't have to edit anything other than setting it to legacy in the Debug inspector

muted prairie
#

it's gonna take me a while, but that's my last hope

hollow perch
#

Shouldn't take long if you box select all the keyframes copy and make a new animation set as legacy paste and put it on the same game object

muted prairie
#

there's at least 10.000 keyframes 😄

hollow perch
#

Maybe better to duplicate the whole anim file and just set the duplicate as legacy and chuck it into the same game object as legacy animation. Don't even need to copy and paste if you do that 😉

muted prairie
#

much better yeah

tiny gazelle
#

Welp my animation still doesnt work like this

#

This time no 2nd game object animation inside

#

@fierce bane @brittle granite

#

I even added a bit of space for them to activate in order

#

They all still enable at the same time

gleaming adder
#

if you want them to move in order you need to move the squares

#

well happen in order

tiny gazelle
#

Thing is I did enable and disable at different timeframes so thats not it

#

Maybe unity just hates me ;_;

brittle granite
#

@tiny gazelle i do not see anywhere in your gesture where it calls for "1st Object" to activate

#

that is why it doesn't work

#

your gesture animation timeline does not point to "1st Object"

tiny gazelle
#

This?

brittle granite
#

there ya go. ok

#

but what is "rikka epic transform"

tiny gazelle
#

Thats what that 1st object is lol

#

The name for the gesture assign

brittle granite
#

ok is "Rikka epic transform" animation asset in a your character override?

tiny gazelle
#

Yeppers

brittle granite
#

let me see the inspector for you top character

tiny gazelle
brittle granite
#

you need RikkaUmbrellaOverides 1 in the animator component

tiny gazelle
#

Oh whats that?

brittle granite
tiny gazelle
#

I thought that would break something

brittle granite
#

no... the animator component is the actual engine that animates in unity. The VRC_Avatar Descripter (script) is just the button mapping and some other vrc stuff

tiny gazelle
#

Is that for my main avatar or duplicate?

brittle granite
#

remeber how i taught you the "animator" component is the thing that controlls the animations to everything attached to it in the hiarchy?

#

the same thing applies here

#

in the top level as well

tiny gazelle
#

Hmm ok

brittle granite
#

basically here's what goes on. "VRC_Avatar Descriptor" only job is to take input commands from VRC game and your controllers. It pings the "animator" component above it saying "Play ______ " Animator component then reads the instructions of "______" and tells the objects beneath it to act according to the instructions it has.

When you Aniamtion component doesn't have the same list as the VRC_Avatar Descriptor it's telling your avatar to do something different from what you've put.

#

@tiny gazelle

tiny gazelle
#

Oh okok

#

I never heard of that these couple years lol

brittle granite
#

because most people in vrchat aren't professionals and only look up vrchat tutorials.

#

and a lot of vrchat tutorials don't give the right information.

tiny gazelle
#

Feels like it

#

So 1st object should have it as well before I animate?

brittle granite
#

first object?

tiny gazelle
#

The animation

brittle granite
#

animator component is a reader and it reads instructions from animation assets

#

the animation assets are what hold the information of your animation. you can basically replace that with other animation assets if you wanted.

#

and if the hiarchy matches up with the names. It will animate those

#

I could take an entirely different rig, with a different set of bones. as long as I name them the same in the hiarchy it will play. it will broken as shit cause things dont visually line up, but it would still play. It only looks at the hiarchy, and if the names match. thats it

#

thats why if you put a space in your name after the fact, you break your animation and it doesn't play

tiny gazelle
#

Alright I shall try it out now

brittle granite
#

im gonna be hopping in vrchat now. So i wont be able to see the discord. you're welcome to meet up with me in there. my name is the same here as it is in VRC

muted prairie
#

Ok, i've figured out where the numbers came from, it was the hash number of each blendshape in the model itself that was replaced through export

#

Now i've got another issue, the blendshapes are moving correctly when the object is inside another object, and the first object has an animation component on it playing that animation

#

but if the second object, the one with blendshapes, is in the model where it should be, with an animator for the whole model on another object above, it doesn't move the blendshapes

#

oh it works on the main model with an animation component, but i have no control over it ...

tiny gazelle
#

My animation still doesnt work

#

idk if this has anything to do with it

clear yew
#

easy world fixed ik if you have final ik

#

finally documented the package

naive niche
#

so for non Humanoid model animations in VRchat we would use animator

#

?

#

importing Nonhumanoid models does VRchat now block Legacy for in world use ? I'm
not clear if that only applies to models ?

ripe schooner
#

how do i put a delay on a particle effect in the animation tab for example i would like my particle effect to start 24 seconds into my song

ripe schooner
#

how do i put a delay on a particle effect in the animation tab for example i would like my particle effect to start 24 seconds into my song my animation is 60 fps

timid prawn
#

is there a way to have animation other then moving with a generic rig ? like gesture for humanoid

onyx agate
#

@timid prawn maybe using rigidbody and an invisible humanoid model which does the gesture that starts the animation on the generic model?

timid prawn
#

might work

#

if the generic rig move as the humanoid does

onyx agate
#

attach it like a prop to the humanoids hip ?

#

will keep the place and rotation in place at least

timid prawn
#

but does it going to play the animation of walking and idle as well ?

muted prairie
#

@fierce bane @hollow perch Thank you so much you two, it fixed (mostly) everything so I'm really happy !

glass glacier
#

Does anyone have a Tutorial/Guide on how to setup Two-Handed Gestures/Animations and how to setup the Avatar Masks for the HandLeft and HandRight layers? ^^

torn pawn
#

you can't have true seperate hand gestures

#

combo gestures are pretty simple:
Parent

Child
Both are disabled, one gesture enables parent object, 2nd gesture enables child object, the child will show up only when parent is active

glass glacier
#

Does VRChat not allow referencing a custom controller in the override controller?

torn pawn
#

no custom animators

unkempt spruce
#

Just saying im animations dont work for Vrchat it only plays the fist animation none of the particals or the animation why is this

torn pawn
#

u don't do gestures like that, instead enable object that plays the animation

unkempt spruce
#

oh okay thx

torn pawn
#

if u need for particle systems to activate at different times, then use delay in particle systems

unkempt spruce
#

ya i know about the delys just trying to make it work for the VR chat

clear yew
#

@unkempt spruce you need to use your gesture override to start an animator rather than trying to animate everything in the gesture, because gestures can only have a starting and ending keyframe at 0:00 and 0:01

#

for that type of animation, i would have your gesture enable a game object that is off by default, and on that object have an animator component with an animator controller

#

the animator controller should have your animation clip in it

#

if the animator component is on, it should play whenever the object is enabled

#

now make the rest of your objects a child of that animator object

#

and animate them

#

whenever the object is enabled by your gesture, the animation will play

#

when you release your gesture, the object will turn off, and everything should reset the next time the animator starts up

olive marten
#

For custom avatar emotes,
I have been noticing that animations of any bones OTHER than the humanoid bones do not work at all..
is this something common, or is there a way around it?
Google doesn't really seem to help a whole lot..

gleaming adder
#

can someone help me with getting my ear anim to work

#

well ear gesture

upper locust
#

Anyone here know any tutorials or can help regarding IK Rigging a weapon on a model?

#

very helpful.

autumn yew
#

When adding a custom idle prone animation, how would I change the default ground level view point (if possible)?

onyx agate
#

@autumn yew you could put a screen in front of you showing a camera view in the different view position

autumn yew
#

Yea I could think of several roundabout ways. Just checking whether the default prone view point can be altered.

supple fjord
#

Maybe try a miniature hi def panosphere in the SDK files to put inside of the default viewport so it looks like your looking at a different height at any angle.

paper delta
#

@chilly topaz Hey I would just like to thank you for making this amazing fairy fountain! If possible I'd love to talk to you about changing the song though if you're down of course. Please tag me and let me know!

trail nacelle
#

K

clear yew
#

Hmm has anyone figured out how to use the analog triggers for triggering anims - say enabling a weapon? Everything apart from analog triggers work for me (if i use the touchpad for example it's fine)

#

I'm probably doing something wrong 😂

torn pawn
#

dont put enable objects on fist

clear yew
#

oh? its impossible?

#

would be easier to control for vive users using the fist / trigger, no?

#

what are u using

#

i wanna animate too

slim sparrow
#

It's not impossible but it's not recommended

#

You can just put a regular gesture animation in the Fist slot and it'll work. However, you can't release it properly, you have to do another hand gesture for it to go away entirely

paper delta
#

@chilly topaz Awesome! I sent you a friends on discord!

clear yew
#

i understood nothing

#

speak englisk

#

englisk*

#

english*

reef sandal
#

Does anyone have a good guide or tutorial on how to set up Spider-like legs using Rigid Bodies and Fixed Joints as a Humanoid rig? I've done centaur models before, but the angle differences with the spider legs reaching out to the sides instead of going vertical are proving to create some pretty scuffed results

reef nexus
#

I forgot how to put a floating sign above my avatars head like the name plate but not have it parented to the armature. Does anybody know off the top of their head?

hollow perch
#

Just put it at the base of your avatar (outside armature) and set it something like 0.2 above the eye height in the avatar descriptor.

reef nexus
#

no pun intended there

#

it will follow still?

#

im speaking of doing this in unity rather than blender of course

hollow perch
#

Yeah. Then do some sort of simple billboard shader

#

Or use a particle set to horizontal billboard I think if you don't want to deal with a custom shader

brittle granite
#

it follows the translation root of the character

reef nexus
#

ok i couldn't remember

hollow perch
#

It's the same way your nameplate works

reef nexus
#

its a 3d object that i'll be rotating

hollow perch
#

Yeah it's funny to be like one of those chef birb avatars and then move the playspace while the vrchat settings menu is open to walk away from the kitchen or whatever is outside the armature

reef nexus
#

hahah

#

people just say funny things and i make them in blender

#

and use them

brittle granite
#

here is an advance concept I'm looking for. So if I have a bunch of mocap animtion data I converted them to the Mechaim animation system in Unity. Is there any way I can string them together to be used in the emote override of the VRchat SDK?

I know how to string them together for an animation controller useing the state machine, but im looking for condensing multiple animation assets into one animation asset?

#

I want to see if this is possible without going through a third party program like biped in 3ds max

reef nexus
#

i mean ur just trying to make one big anim file right?

misty talon
#

who wouldnt

reef nexus
#

you can just copy and paste the key frames in to the dope sheet. thats what i do

brittle granite
#

the dope sheet of unity?

reef nexus
#

yeah

#

or you can take unity off of binary and work directly in the anim files

brittle granite
#

what you mean "take off of binary"

#

🤔 i mean that could work, it would take quite a bit to smooth out transitions

reef nexus
#

nah thats easy my dude. just right click the key frames and change it to auto.

brittle granite
#

and this is all working with the human mechaim animation system right?

reef nexus
#

well I assumed you already had multiple anim files imported already

brittle granite
#

oh im not much of a programmer, reading a wall of text doesn't do me much good

reef nexus
#

anyway its easy to copy and paste. I don't know if you can bake the stuff in unity

brittle granite
#

OH

#

OOOOHHH

reef nexus
#

you might have to use a 3rd party app if you wanna bake. I know you can copy and paste keyframes from one animation file to the next

brittle granite
#

so it's easier to copy and paste this text than to copy and paste the keyframes when combining animations assets?

reef nexus
#

somewhat. but you gotta figure out where the keyframes are

brittle granite
#

yeah...

reef nexus
#

its pretty self explanatory if your read it

brittle granite
#

i'll look into it. if it has terrible results it just might be better manipulating it and blendign it with biped or motion mixer

reef nexus
#

yeah sounds like you need to bake.

reef nexus
#

So I heard you can use the emote system to "toggle" game objects rather than the gesture system. Anybody got a guide or quick tip on how to set that up?

slim sparrow
#

This one will essentially set it up for you

reef nexus
#

dope. i really just need to go and read that entire of sheet of prefabs

unkempt spruce
#

can any one find a video on animations for particals

tiny gazelle
#

Ikr? I want to know what went wrong with mine

#

What should the set up be after making an object animation?

clear yew
#

how are your particles breaking?

tiny gazelle
#

They enable at the same time

cedar cobalt
#

Is learning anims hard?

unkempt spruce
#

How do i use this thing

#

i dont know how

#

i only do gestors

#

do i add a new object to the charictor or by it self i need a youtube video to show me

tiny gazelle
#

Make an empty object and put particles in it

#

Animate empty object

unkempt spruce
#

where exactly inside the char or outside

tiny gazelle
#

I dont think it matters since you only animate the particles

unkempt spruce
#

okay thx

tiny gazelle
#

After you're done, you put it in the avatar and duplicate avatar

#

Then animate the duplicate to make a 1 milisec animation gesture that activates the empty object animation

#

After that Idk

#

Its the same outcome every time I upload

#

I put the empty object animator controller and the override controller in my avatar and uploaded it but still doesnt work correctly

clear yew
#

yeah but which part is broken

tiny gazelle
#

When I do the gesture, everything I animated turns on even tho it's disabled on the first frame

#

It doesnt go by the order in time

clear yew
#

so im guessing you have an empty game object thats off by default and has an animator on it, on by default

#

and a bunch of child objects

tiny gazelle
#

Yes

clear yew
#

and when you enable the game object everything is firing at once?

tiny gazelle
#

That's right

clear yew
#

well, troubleshoot it a bit. turn the animator off, enter playmode. turn the object on. turn the animator on

#

make sure your objects are off by default and get animated on by the animator

#

make sure you animator is animating the objects when turned on

#

you can reset the animator by turning the object off/on

#

if its all good, or if something is broken, exit play mode and fix the broken thing by fiddling with settings till its not broken

#

turn animator on by default, restore everything to the way it needs to be by default

#

test in game

#

also make sure your animation clip is correct length

#

0:01 is not 1 second, 1:00 is not one minute

#

1:00 is one second

tiny gazelle
#

Clip is right

#

Oh its playing correctly in play mode

#

So it'll work in game?

tiny gazelle
#

Don't think I'm able to check now but @unkempt spruce when you're done, check the empty object animation controller inside by clicking animator tab on top, should say entry pointing to the animation name. You click that name and in the inspector, where it says motion, you drag in the animation you made in there. So when the object is enabled, you can check if it works with the play button.

#

Maybe it'll get it to work in game

#

When you wanna upload, make sure to have the avatar override also in the animator controller of your main avatar

clear yew
#

yeah if it works in play mode it should animate with correct timing in game. if not something is probably wrong with your gesture

silk wyvern
#

Can someone help me make an avatar please

torn pawn
#

yes, best to do that is yourself willing to learn and research

unkempt spruce
#

and i dont know if its right

unkempt spruce
#

i give up

tiny gazelle
#

@unkempt spruce Here is an example

#

This is similar to it

#

@brittle granite @clear yew @fierce bane Thanks guys, I got my animation to work!

unkempt spruce
#

okay it works but i did kinda done somthink wrong such as did the animation wrong so when i load up avatar now it starts the animation lol

clear yew
#

How can I make a sigh spin to close when you lock a door and spin back when its unlocked?

grizzled badge
#

Im trying to make an animation where if I lay in bed IRL I'd have an avatar in a similar position. Could anyone help with this?

#

My problem is that the avatar floats too high above the ground and for some reason the legs get animated in a weird position even thought they should be still according to the animation file. Also when I move, the legs still have a walking animation for some reason.

fierce bane
#

did you override both prone and the prone walk animations?

grizzled badge
#

yea I did

cosmic socket
#

having issues with idle animations, anyone got experience with that?

#

I wanted to add a idle animation to the ears of a avatar. So I created a animation for it, made it legacy and on loop wrap mode and then added a animation component to the avatar. I know it used to work back then, but doesn't work anymore or is there a different way of doing it now?

slim sparrow
#

You can't use legacy animations anymore.

#

Add an Animator on the first common ancestor of the ears (such as the ears root bone or the head). Then make the animation from there.

#

@cosmic socket

cosmic socket
#

would you mind if I ask you more in DMs @slim sparrow ?

slim sparrow
#

I'd rather not

supple oxide
#

can i just point out

#

that the first comment in that video is more helpful than the whole video

cosmic socket
#

Ah alright, thanks for the video @slim sparrow and thanks for the tip @supple oxide 😄

timid prawn
#

I might make a video about 2d viseme since most of my avatar are like that and there is not really good info on it. With try and error I know the sweet spot. So might share that knowledge if it can help

cosmic socket
#

Ah there we go, it works now. Thanks a lot you guys!

supple oxide
#

Np

pseudo iris
#

Anyone messed with buffer particle system?

brittle granite
#

Most "vrchat" tutorials are full of miss-information or rely too heavily on a trick they don't understand it's actually a bug.

#

Your better off learning actual game dev and learning how unity works

#

For example. How to make an vrchat avatar!
Step one: use mixing!
Step two: bring into blender. Use cats!
Step three: um.. this thing in unity! Make sure to de-select chest!!

#

When in reality... If you know how to make industry standard mocap rig. Your good to go

#

Your all secretly learning motion capture rigging and retargeting animation daya

#

Data

#

Cause that's what VR is...
Motion capture tech

meager saffron
#

Lookin' at the default avatar controller template in the SDK and am wondering if these could be added to a non-player model in a scene, and if there's any way to track change in Y-position (eg: is it gaining or losing altitude)

slim sparrow
#

@meager saffron you could repurpose this animator for a world, yes.

#

But I don't think you can set the height as parameter

#

If you're using triggers to move the object up/down, you could increment or decrement a parameter manually

clear yew
meager saffron
#

Was mostly wanting to have an animation transition based on whether something was going up or down. Could be used for like... birds flapping to gain altitude, or gliding when horizontal/descending, or a parachute that pops open once something starts to fall, etc.

#

Closest I saw was Grounded but that wouldn't work.

lament prism
#

I need some help. I have a prefab animation of a hovering chess piece and I'm trying to add it as a gesture for an ava I'm working on, however as you can see below the animation doesn't work in game or real-time in unity. What did I do wrong?

slim sparrow
#

Legacy animations won't work, you need to put it on an Animator

lament prism
#

I don't follow?

#

What do I need to put on an animator @slim sparrow

clear yew
#

the animation clip there, Chess Hover

lament prism
#

oh

winter sundial
#

Is there a way to add a properly to an animation without navigating that tiny ass window and expanding 15 layers of hiarchy for every property?
I hate Unity, but I refuse to believe that it's really this bad

slim sparrow
#

Press record and do your changes then

winter sundial
#

Thanks, that's faster. Still quite a pain though. Is there at least a "expand hiarchy" hotkey?

slim sparrow
#

Alt-click in a hierarchy

winter sundial
#

Thank you! That worked

civic fox
#

Heyho! Im having some troubles with my model. When only the legs are supposed to move, it drags the rest of the lower half of the model with it. My model only consists of one "part" with bones, is that a problem?

lament prism
#

@clear yew just got back to the project, you can't put an animation in the animator

clear yew
#

you can, it's pretty easy to get it in there, you might have tried to put an animation in the animator component rather than using the animator controller, i suspect

#

animator component uses an animator controller, which contains the animation clip

lament prism
#

oh

#

that's how I already had it set up

clear yew
#

then it should animate in unity or something is wrong with the animation clip

#

you were using the animation component before, which shouldn't work

lament prism
#

can I make a new animation clip from the prefab?

fierce bane
#

top pinned message for this channel, watch that

lament prism
#

alright

clear yew
#

i dont know what prefab it is but you can just edit the animation file if thats indeed what is wrong. i think the animator probably isn't set up correctly given the first screenshot

lament prism
#

it's a prefabricated animation I took off of another avatar

fierce bane
#

the most likely issue you're facing is that you don't have the animator in the same place that is set up for the animation itself

#

if you select a component in the animation and hit F2 you can see the path that it is expecting (you can also change it to fit your setup)

clear yew
#

make sure the animator plays the right animation, too

#

if its a prefab that was set up with an animator and animation component then its old and probably wasn't set to play the right animation in the animator

lament prism
#

it is old

#

yes

clear yew
#

all you need is the animator playing the right animation and you should be able to spot what is wrong if anything

#

make sure your animator tab is visible so you can see what its doing

lament prism
clear yew
#

what animation plays by default in that animator

lament prism
#

this

fierce bane
#

open the animator window, not the inspector preview

clear yew
#

select Chess, go to animator tab, what does the orange state have as the motion?

fierce bane
#

and not the animation window either

clear yew
#

it should be Chess Hover

#

which it seems like it is

clear yew
#

yes

#

looks correct

#

so if you put this animator on the object and then go to the animation tab, you should be able to see this

#

take screenshot of animation tab

clear yew
#

nothing looks missing. is this from the context of the object in the hierarchy, or did you select it from the project?

lament prism
#

I selected the animator

clear yew
#

in the hierarchy right

lament prism
#

no?

#

in assets

clear yew
#

select it as it is in the scene, in the hierarchy, and then the animation tab will have the context for how it's actually animating

#

it will tell if you if the prerequisite objects for animation are missing or not

fierce bane
#

click window at the top then animator

#

need to see the animator not animation window

clear yew
#

nah we already saw the animator

#

it looks good

#

trying to see the animation now

lament prism
#

you've lost me tbh lol

clear yew
#

but from the context of where the animator is in the scene

fierce bane
#

.> oh my bad I looked away and it was off screen

clear yew
#

so if you select the animation from the project files and look at the animation tab, none of the properties will report as missing because there is no context

#

you're just looking at the file

#

but if you select an animator in your scene that has an animation

#

in your hierarchy

#

select the object with the animator component on it

#

then select the animation tab

#

it has the context from the object in the scene

fierce bane
#

IE click on the prefab you put onto your hand

clear yew
#

so it will tell if you something is missing

clear yew
#

no, not in assets

#

in the hierarchy

#

in the scene

fierce bane
lament prism
#

oh lol

fierce bane
#

that is the hierarchy

lament prism
#

what window should I be looking for?

#

yes

clear yew
#

animation tab, just want to see if any properties are missing

#

will only get that info if you select it from the hierarchy

fierce bane
#

find the prefab IN the hierarchy, the one you put on the avatar, select the one that has the animator component on it, then screenshot the animation tab as lindesu said

clear yew
#

looks like there is no animator on this object

#

which object has the animator on it?

lament prism
#

the one I selected

clear yew
#

this has Chess animator on it?

lament prism
#

yea

clear yew
#

there should be an animation clip

#

cap the inspector for this object

clear yew
#

select Chess so it's blue

#

it should have something

#

unless that animator right there in the inspector has no clip in it

lament prism
#

it does

#

well wait

#

how can I tell?

clear yew
#

go into inspect, click on the selected animator

#

it should find it in your project

#

then you can look at the animator tab

#

it might be that the state in there is empty

#

thats probably it

lament prism
#

top left

#

do I place the animation in that?

#

AHYES

#

it works now

#

@fierce bane @clear yew tysm omg lol

#

I've been trying to figure that out for a while

clear yew
#

yee np

lament prism
clear yew
#

Might be the animation itself doing that

#

Seems like you'd be able to just rotate it so when the animation starts, which it does by default as soon as it's on, it'll be in the right spot

#

Or you can edit the animation to be correct

#

Like you can probably put it under an empty game object and rotate the empty game object

#

Also on Chess object change culling mode to always animate

#

And also you can set avatar to none I think

winter sundial
#

How does one drop items in world spaec? mesh particles?

slim sparrow
#

World mesh particles is one way, a fixed joint connected to nothing is another. There is also a somewhat complicated final IK setup but not everyone has Final IK laying around

winter sundial
#

I'd like a simple method. It would be best if it's synced though

slim sparrow
#

The fixed joint method is what I always use and it works fairly well

winter sundial
#

Thank you, I will look up related tutorials, maybe come back here if I can't find a good one

clear yew
#

@winter sundial Rokk's world objects prefab is here

winter sundial
#

Thank you, it seems to be simple though.
A keyframe of "enable gravity" on a rigidbody?

slim sparrow
#

What?

winter sundial
#

If I add a rigidbody with a mesh on my avatar, disable the rigidbody, and then make an animation which enables the rigidbody (with gravity on), will it fall and collide with the world? I want to make a dice

clear yew
#

It will fall but it won't collide with the world out of the box

winter sundial
#

Oh damn

clear yew
#

Getting stable world collisions with physics is a whole thing, with mixed results depending on what you're doing

winter sundial
#

It would probably be easier to use mesh particles or something

clear yew
#

Yeah it would

meager saffron
#

I think I'm going crazy; I have an Animation Trigger -> ExecuteCustomTrigger(String) on an animation. The flow works fine and transitions through it properly, but the custom trigger doesn't execute.

  • It's the 2nd one in the chain of events, but the previous trigger works.
  • The "broken" trigger works if I move it to the earlier trigger.
  • I have another animator with multiple triggers that works fine.
  • Double checked the transition states and the ones before/after and they are all identical (aside from different conditions)
  • Deleted and re-created the animation and the state in the animator.
  • Properties on the animation files themselves are identical.
#

I know the state is being transitioned through because it gets to the one after it, but the trigger never executes. There's no mention of it aywhere in the output log. ^

muted prairie
#

What action are you executing ?

#

my custom triggers through anim events are all working

meager saffron
#

ExecuteCustomTrigger(String) and I input the name of a custom trigger on a VRC_Trigger script on the same object as the animator.

#

Yeah, I think I'm going crazy. Was half hoping that typing it out would make me realize the solution halfway through. -_-

muted prairie
#

make sure there's no space in the string name on either side

#

both in the event string and custom trigger

meager saffron
#

Yeah, did that and have tried re-naming it a few times, copy/pasting between the trigger & the animation event.

muted prairie
#

Also you tried in editor and client ?

wary parcel
#

what are you trying to do with the Action?

muted prairie
#

If custom triggers don't work, you might wanna use buttons instead

meager saffron
#

The trigger action's just a simple enable game object. And yeah, if I edit the parameters in Play mode, it transitions through just fine.

#

I think I might try just adding a useless key to it so it's not jus the trigger and see if that helps. Other one didn't need it though.

wary parcel
#

its not toggle? sometimes that screws up

muted prairie
#

Can you post pics of the setup ?

#

We might see something your brain is preventing you to 😄

meager saffron
#

Newp, it's "True". The trigger works properly though because if I swap it into the other identical trigger, it executes normally.

#

yeah, it'll take a sec.

void pier
#

n word

wooden nimbus
meager saffron
wary parcel
#

you seen it plays through it and not skipping the animation?

meager saffron
#

while poking through, i noticed that the only noticable difference is the transition thingo for the one that isn't working has some weird little ghost thinger on it.

#

Yeah, it plays through if I edit the params and hit play.

#

and it makes it to the final state; only way to get there is through the broken one.

wary parcel
#

can i see the transition detail to the broken one?

meager saffron
#

for the one before it? Should be in there.

wary parcel
#

to it*

meager saffron
#

That's an album, btw ^

#

er, the one before it isn't in there though.

#

Can add that.

wary parcel
#

there is an transition i just want to see the details of it

meager saffron
#

added ^

wary parcel
#

that was your problem?

meager saffron
#

I mean I added a picture of the previous trasition to the album ^

wary parcel
#

oh album

meager saffron
#

the transition exists; it works fine in player view and makes it to the final state in-game, just never sends off the trigger.

wary parcel
#

looping?

#

dont think you need that

meager saffron
#

looping's off.

#

Oh, or it was off on the old one. -_- I re-created the animation file and didn't turn it off on the enw one.

wary parcel
#

question, dont you use any type of condition to move on?

meager saffron
#

I'll test that r/q though.

wary parcel
#

right now its time based.

#

i thought you said you had some conditions :p

meager saffron
#

Yeah, they should be in the transition screenshot. Size/Evil.

wary parcel
#

i only see exit time

#

anyway, test without loop enabled

meager saffron
#

still busted. :/

wary parcel
#

ingame?

meager saffron
#

Yeah, if I select the object with the animator, then hit Play, it transitions normally through all of them.

#

Updated the parameters on the animator as well so it goes through the whole thing once I do a test build.

#

Makes it all the way to the end, but never sends the trigger on the broken one. :/

wary parcel
#

What type of broadcast is it?

meager saffron
#

I'm stumped -_- I'm tempted to just re-create this whole animator since there's some optimizatinos I could make to it anyway.

wary parcel
#

seems strange the whole thing

meager saffron
#

AlwaysBufferOne

#

Er, wait.

#

AlwaysUnbuffered ^

wary parcel
#

Should be local if you broadcast the Parameter change

meager saffron
#

aah, fair point. I'll tweak that r/q. dunno if it's gonna help much.

wary parcel
#

else everyone will trigger it for everyone

#

the more players the more triggers being broadcasted

meager saffron
#

Yeah, updated broadcast type. Haven't gotten around to poking at it with multiple players yet.

#

Problem is the trigger never executes at all; doesn't show up in output logs either.

wary parcel
#

whats your FPS in this?

#

Animations sometime bugs out if you dont have the same frametime as the animation

meager saffron
#

Frames Per Second? 90

#

Oh, in the animation. 1