#animation

1 messages · Page 106 of 1

meager saffron
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er, 60 I mean ^

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got confused with another animator

wary parcel
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you see the Samples one?

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ye

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i usually have something to fill the animation with as an blank

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and then have the trigger inn it

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on frame 2

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could try that if it fixes your animation

meager saffron
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Yeah, I tried adding a frame just to "enable" the already-enabled box collider. Maybe I should stretch that out.

wary parcel
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like just take the scale on the Object to 1 or something

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just try the Event on frame 2 instead of 1

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you can even slow the animation down to 45 samples so it does not have problems to fire even at lower frames

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but it shouldnt be the case

meager saffron
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yeah, still busted. -_- The other one still enables just fine.

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I think I need an old priest and a young priest at this point.

wary parcel
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how you set up your triggers?

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are they in the same trigger component or many?

meager saffron
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same.

wary parcel
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ok, thats good

meager saffron
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My understanding is that the trigger had to be on the thing with the animator.

wary parcel
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ye Events wont work unless its on the same Object

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a bit bad in my taste i would say.

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should be able to target objects with events 😦

meager saffron
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I may just re-make this animator. I've been meaning to optimize it anyway.

wary parcel
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should consider the transitions is the thing that can cause issues

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on 1/0 components

meager saffron
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yeah, that was my first thought. Since the first one works, I thought "Just need to compare against that one and make sure everything matches."

wary parcel
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why not use no transition and just have condition based States

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oh well, GL im a bit tired

meager saffron
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Yeah, thanks for the help. I"m convinced it's just possessed at this point. -_-

wary parcel
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Unity does that sometimes

meager saffron
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I've done pretty much the same thing on other animators before and this is the first time it's been super busted like this.

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Yeah, I've had it be really weird where it builds different from how it is in the editor before and I had to re-make a bunch of triggers and stuff to get it to update. I'll try that, I guess. It's a big pain to re-make though.

wary parcel
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you can prefab it and just load it in a different project

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Usually some cache problems that screws with the project and Meta files

meager saffron
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So, to get it working for now, I just added an empty game object to the animator, then enabled it in the final animation with an OnEnable trigger to do what I was trying to do. Hacky, but it works for now.

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i think this project may just be screwy since I also have another trigger that keeps randomly changing from Custom to OnInteract

autumn yew
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Chairs that change the size of avatars that sit on it... Anyone know how this is done?
I've seen ones that shrinks avatar and others that enlarge them.

hollow perch
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Make an animator controller with an animation in it. In the animation You set scale on the top level transform I believe. Then assign this animator controller to the station script

autumn yew
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Ahh, interesting. I never done anything of the sorts, but I will give it a go. Thanks.

thick frigate
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how would I go chaining one animation (summon) to a stable animation (just holding the weapon)? I've got the summon down but I don't know how to link the two together. thanks!

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or rather; how would I go making an animation loop once?

hollow perch
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Where is this animation currently? Gesture, emote, or custom animator inside your avatar (in an object activated by gesture)

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You can turn off looping by clicking your anim file in the project assets panel and unticking Loop in the inspector

thick frigate
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gesture

hollow perch
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you're going to have to make an animator responsible for choreographing the different parts of your animation. if your gesture activates an object, make an animator on that object with some animations in it. this animator controller can have as many states as you need, so I recommend checking an animator controller tutorial for this

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the main thing is the gestures themselves can only have two identical keyframes at 0:00 and 0:01, so usually you just use these to activate some other object which has the animator on it @thick frigate

thick frigate
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ahh alright

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thanks for your help!

native peak
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how would one do an animation for a song? like a screen animation or a particle animation?

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at least the gist of it

clear yew
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@native peak

native peak
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@clear yew ah thanks, you legend c:

clear yew
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I can send you links for shaders for it later if you can't find any. @native peak

native peak
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I’ll likely need that too haha

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I’m new to animating, I can add sound to gestures easily but that’s about it apart from being able to shade models

clear yew
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You just hit record button on the animation and change the shaders vaules. The video should teach you how tho

strong arrow
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Animations, if i want a ring of fire around me. How do i do that? Or like other avatars coming up around me

autumn yew
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@hollow perch Hmm I got the chair working technically. Fairly easily at that. But it breaks whoever sits on it. Looks like it snaps their spine.
I scaled the chair down and the animator controller scales down the avatar on it. Not sure what is breaking it.

clear yew
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i'll finish optimize them tomorrow and record v3 video after some test, i tweaked all color by speed and most noise settings to give it more spread after i recorded this

warped cedar
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Ok so anyone know if I want to animate wings, do I have to put the animation into the Idle Slot of the Animation Override? Or do I need to put it somewhere else for looping?

slim sparrow
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I recommend putting an Animator component at the first common ancestor of the wings (such as the chest or a wings root bone)

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Then animate it from there

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@warped cedar

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You can also work it into your idle animation, but then you need to pose the rest of the body too so you won't be in the floor.

warped cedar
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Hi @slim sparrow So I add component Animator to the Chest (My wings are coming off the chest bones) But where do I put the animation clip? Also for Avatar slot i just pick my main avatar or the wings (Wings are a separate mesh Rigged tot he same rigg)

warped cedar
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If I make a Animation controller for the wings, if I attach it to the animator on the Main avatar (the one that already exists) That works, but if I try to make an animator and attach it to any other bone or the separate Wings mesh it does not work.

clear yew
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the animation clip animates a bunch of properties on a target object. in the animation tab, in the left properties pane, you can see the path to the target by selecting and hitting F2 on a property. The path will look like this: "literal/path/through/objects/to/find/target/Gameobject"

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your animation clip is probably set up so all the animation property paths are only valid if the animator is on a certain object

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so when you move the animator around, you need to edit the path so the animation clip can animate the right objects

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the path to an object is relative to where the animator is located in the hierarchy

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an animator can only animate child objects

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it sounds like your animation might have been made with all the paths starting from your avatar object

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if it works on your avatar object and nowhere else

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@warped cedar

spark sphinx
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How do I add particle/animations to hand gestures?

fiery star
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are there any volume rolloff settings that wont get adjusted by the vrsdk? the custom rolloff is really steep

clear yew
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https://www.youtube.com/watch?v=ctRUEaAb6l0&t=61s im trying to make an effect of pulsing rings like how are done in this video, theres an example in the beginning of the video, but i cant figure out how. Does anybody have any recommendations on what i should do?

Viewer discretion advise there are rapid flashing lights in this video! I wanted to make another visual show to end the month of February as there was many t...

▶ Play video
clear yew
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Floor pulse looks like a texture sheet to me, so do the rings, and the cannon spiral things look like a mesh with a shader scrolling through it

supple thicket
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someone know why i can see the "game exporter"?????????, is to export a animation clip

gentle zodiac
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Weird game exported is gone for me to. but either way normal fbx still works. atleast always has for me when exporting with animations

modest rover
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im having problems making a partical effect follow my gun does anyone know how to fix this?

shut dragon
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Should I use a Standard Surface material for a particle emission animation?

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And what amount of particle would be safe to use?

restive shoal
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Can someone translate what the "help I fucked up everything" instructions in the pinned comments?

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Currently that file is pretty stuck in there

clear yew
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Can anyone tell me where I could get a few basic solider animations? Running with a gun and stopping and shooting is what I need.

clear yew
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Mixamo

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lol

fluid crescent
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Yo I wanna make chair and when people sit on it they do a dance animation

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how do i do that?

naive niche
fluid crescent
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aight imma try

leaden rapids
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When making an animation for normal hand emotes (point, thumbs up etc) that goes on for for example 1 second, or 3, it seems it takes the animation the same amount of time to slow down and end. How would I go about to make the animation end immediately when I release my thumb from the vive wand trackpad? - you know, so the animation doesn't continue over for a bit when I use another animations.
please ping me here if you know.

slim sparrow
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@leaden rapids make the animation shorter

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Between 0:00 and 0:01

leaden rapids
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This animation has a special tail and ears wag animation

slim sparrow
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Instead of directly animating the tail, put an animator on the root of the tail bone

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And use an animator behavior keyframe to toggle it on/off

leaden rapids
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I'm also asking on behalf of a friend who wants to find out too, as he uses an animation to throw axes

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this is his animation he uses.

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I'm assuming he'd be able to put animators with throwing animations on the axes themselves, and have them active with a main animation (?)

slim sparrow
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Yeah in particular for the axe that should be very easy

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Just activate another axe with an animator directly on the axe

knotty ridge
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I have a question, so lets say I have a model here, like a bag of chips, how would I add in sounds to the model when during movement animation, like walking, etc

knotty ridge
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any help would be greatly appreciated

slim sparrow
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Well first of all your particular example sounds obnoxious, I usually hide those avatars on sight

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Second, you can make a custom walk cycle that turns on an audio source that's off by default

nocturne parrot
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Hello, does anybody know how to make it so that a particle system starts playing with an animation? So that particles alredy spawned don't despawn after not using the animation.

slim sparrow
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Have the particle system on by default but the emission module off

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Turn the emission module on in an animation

nocturne parrot
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Thanks, will test it out!

knotty ridge
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@slim sparrow how would I go about doing that?

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lol it was an example, my avatar has cat bell sound effects

slim sparrow
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Get any walk animation (such as from Mixamo) and follow some animation tutorials to add the audio source enabled property

knotty ridge
topaz otter
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Is the reason VRChat doesn't give their animations in the SDK because of re-publishing concerns?

clear yew
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@knotty ridge not quite. You need to use the override controller. Do you know how to do regular gesture overrides?

knotty ridge
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modeling is all too new to me lol, please excuse that, and yeah

brave vigil
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hi im trying to animate my face with my hand gestures but the gestures seem to be part of the leg and not where they should be. the leg mesh is moving instead. Would it be by chance that its because its all one mesh?

restive shoal
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So uh

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How do I combine animations? Or make it so my custom animations also involve the hand gestures.

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Because currently my custom animations just have their hands half open and it's kinda...

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Eh

hollow perch
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They are not included in the sdk as far as I know: You can use muscle animation editor to remake them yourself or just download a set of default hand gestures online. mixamo might have some.

restive shoal
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I did download the animation files for the hand gestures, however I have no idea how to access it in the editor so I can copy the key frames.

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I have all of these, but I have no idea how to access the key frames or anything

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Huh... this exists

hollow perch
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Open Animation from the window menu or add tab

restive shoal
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K

hollow perch
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Then you can select everything either ctrl a or box select the keyframes and then copy paste (ctrl c)

restive shoal
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Oh my god.

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Thanks a bunch!

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I'm so dumb

hollow perch
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Unity is confusing. It's not you. A lot of things are like this 😉 that's why discord exists

restive shoal
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Danke

hollow perch
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Bitte

clear yew
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@grand loomGuy - those animations are made for a Maixamo skeleton. And I have to idea how to re-parent them. Re-namign individual components does nothing

grand loom
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I was confused for a moment lol

sleek root
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Can you actually play 2 animations at the same time? I can only seem to find out how to transition them

old crag
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Okay so I don't know if this classifies as animation or shader, but would it be possible to make a "Za Warudo" effect, or a Death by Thanos Snap (Breaking apart) effect? If so, may I ask how?

clear yew
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@sleek root you can but you should describe what you are trying to make

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@old crag it's an animation that uses a shader for the effects in both cases

sleek root
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Basically i have a monster with a "walking animation", and i want to add the movement to it, so it actually walks

clear yew
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As part of a world, or avatar?

wispy stratus
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hey uhm im new to avatar creation. and was trying to do animations today. thing is in vrchat I personally can see and ehar them. but noone else can. what did i do wrong?

torn nebula
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Anyone know how to create decals that lay flat on collided surfaces as part of a particle system? eg, bullet hole style.

hollow perch
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@torn nebula check out @opaque marlin's triplanar decal shader: https://github.com/netri/Neitri-Unity-Shaders - be sure to follow the directions for properly adding a realtime light to your avatar to make sure the effect works while minimizing lag.

torn nebula
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Thanks. This should work for what I'm doing.

chilly kernel
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how does one make your avatar invis

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the old way doesnt seem to work

solar lagoon
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anyone know how to stop my avatar in unity from moving down when i apply a Controller to the Animator?
I'm just trying to do a simple blinking animation.

covert girder
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@solar lagoon you can ignore this, but create that animation on a duplicated avatar that you can dele after

solar lagoon
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That’s how I was creating the animation,
But once I delete the duplicated avatar and put the controller on my main avatar it moves down too

uncut shadow
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How Can i make someone sleep position on vrchair

peak canopy
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Hello, i have a problem with my avatar, so i picked an avatar with a custom animation on it, i want to add a dancing animation with music of mine but, when i try to do that, it screws up everything (the preinstalled animation doesn't work anymore and also the new one doesn't work aswell, it even screws up the keybinds for the animations) can somebody help me out ? thank you. (it's my first time modifying/adding animations on Unity so.... xD)

unborn geode
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how would i make an animation with 2 little versions of my model dancing with me

torn pawn
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enable the models that have that animation

reef nexus
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Is there anyway to make the DJ booth occlude the light cones while you're looking at it?

hollow perch
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You want the screen and booth to never have light cones show up in front? You could use stencils to do this. Have the dj booth and screen set a specific stencil value and then the lights can use a NotEqual stencil test. You may have to edit the shader file to add the stencil line but they are fairly easy edits.

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@reef nexus

reef nexus
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Ahhh. I am using the unity standard shader on the trusses and cones (in fade mode). I am using XieXie's tv shader on the screens

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So do I need to edit the standard shader and make it a custom shader? Then do the same for the light cones?

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Also, I turned on extrapolation for a pick up I have, but its still a bit shakey. Anyway to allieviate this? It is an object synced gameobject

hollow perch
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You can download a copy of the standard shader and edit it. There's a "standard (2-sided)" version that's easy to find floating around which you can modify or you can dig through the zip file of original unity shaders which you can download from the little menu on the download button from the official unity download page for your version (2017.4.15f1)

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XSToon comes with a XSStenciler shader that you can use to make stencils, then edit the volumetric shader to check the right stencil

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Add this to the light cones shader if they don't already have a stencil setting
Stencil { Ref 61 Comp NotEqual Pass Keep }

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And for the stage etc you could either do the thing with cloning standard, and editing them and the tv shader, or you can duplicate the meshes or put duplicated faces on the same meshes and use something like XS Stenciler @reef nexus

reef nexus
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Thanks a bunch

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I am not familiar with shaders yet

pale wren
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Is there a cool plugins for unity to work with animation except muscule editor?

hollow perch
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https://www.liberty3d.com/glycon/ - a bit pricey but I've heard people realy like it: it's $49 for whatever's in the current build or $99 for current build and future updates

pale wren
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I don't have very but thank you

hollow perch
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There's a free version actually

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says it doesn't support extra trackers but might work for a basic setup

plucky relic
sour bridge
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Im new to avatars. Im trying to override my crouch animation, the idle crouch animation is always stuck at default but when I move its the correct animation that I overrided it with

thick frigate
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so; I've spent a good few hours trying to figure out how to make an empty gameobject animate a longer animation, but to no avail.

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if anyone would be willing to help I'd probably owe them my life tbh

wary parcel
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And how long is the animation?

thick frigate
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about 18 seconds

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all it is is showing three different particle effects in different bursts

wary parcel
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Scene animation or Avatar?

thick frigate
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avatar? the particles I'm showing/hiding are inside the avatar

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unless you mean I'm animating for an avatar as opposed to a world, then yes an avatar

clear yew
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What isn't working about the animator you have? Some of the settings are a little bit odd but what actually breaks here?

thick frigate
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When activating the gesture, only the gesture itself plays

clear yew
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Have you confirmed the animator works in play mode?

clear yew
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Is there a way to get a dance and object show/hide animation to play on avatar load then go back to the idle?

slim sparrow
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You can't modify your animator controller on humanoids

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You should have an animator on your Body and one on another empty game object. The empty game object has some objects underneath and plays an animation

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The Body's animator just has the mesh renderer disabled, and is enabled right before the empty game object's animation ends

clear yew
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Ahhhh

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Brilliant, thanks

summer hull
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my question was how would I go about replacing animations on humanoid rigs? I mean the generic run/idle/left/right animations

muted prairie
summer hull
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thanks!

muted prairie
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Make sure to duplicate the controller first

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The one called CustomOverrideController

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And then replace the anims on that one

summer hull
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ok

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so I think I understand this

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since I replaced animations on my generic rig

hardy compass
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Hi! I'm Kind of new to VRChat and Unity And wanted to ask for advice or good resources so i can create my own animations for a character. For reference I'm thinking of doing the Reaper 'It's Raining Men' Animation. Seems Obnoxious, But wouldn't be spamming this.

clear yew
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guys someone fly animation ?

past flame
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hello can someone here animate guns ?

clear yew
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ive a question for the syncing.

are animations key frame synced?
and does this apply for sound too? like (i play a long sound file, someone joins and his client syncs with the server timestamp)

spring nova
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Not on an avatar @clear yew. The only thing that is synced is what gesture or emote you're doing. What results from doing those is not forcibly synced

clear yew
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im talking about worlds

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if i have an object with an animator on there, and that animator plays a sound. is this sound then synced for new joining people?

hollow perch
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No, is this for music? How many sounds do you have?

clear yew
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its for SFX

hollow perch
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But the SFX are long? Or you just want new sounds to be synced

clear yew
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because i can not change pitch based on speed, bc scripts are disabled. i need to prerender them

hollow perch
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You probably can actually using UI Buttons

clear yew
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(without buttons)

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imagine this

hollow perch
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UI Buttons can set properties on audio sources

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You make buttons that auto click.

clear yew
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my train starts accelerating, its starting a soundfile,
after 3 minutes someone else joins,

i do not want that his client is playing the soundfile at 00:00 instead it should play at 03:00

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is this possible?

hollow perch
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Empty game object. Add a Button component. Also add a simple animator with two frames doing nothing like scale set to 1.0, looping turned off. At 0:00 add an animation event and call Press ()

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That's how you do auto clicking buttons

clear yew
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so for an resolution of 1/10 i need 10 buttons per stage?(stage is 1 decimal)

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value for sound animation script is between 0 and 7

hollow perch
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You can also use a slider component for exact values

clear yew
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its a cs script... they dont work on vrchat

hollow perch
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It's maybe not exactly what you want but it takes an audio bank and makes sure it is synced to anyone on world join. Requires the masterlocal prefab from prefabs database

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Editor script

clear yew
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audio bank? i didnt saw that as a object in unity

hollow perch
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It generates an animator to handle playing each audio clip.The entire purpose of that animator is to keep track of where you are in the sound file and sync it to new joiners

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And auto skip to next song (it's for music) but you can edit the animator controller and delete the connections

clear yew
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where to get the master local prefab?

hollow perch
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Vrc audio bank. I just use it as an array of audio clips. You can delete it after running the script. It adds a button in the tiny gear menu of vrc audio bank to convert it to an animator

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In pinned messages

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It's a big google doc with tons of useful goodies for world authors

clear yew
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ahh

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i imported masterlocal and audiosync into my project

hollow perch
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Ok so basically put all your sound effects you want synced into an vrc audio bank, set the audio source and then click the gear menu. Oh one other thing: it only supports playing one at a time. (It was designed for music).

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Well I guess you can run the script multiple times and generate one for each audio source you have...should work

clear yew
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i will just have 1 audio source globally

hollow perch
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And then to play a sound, you run a custom trigger on the generated object

clear yew
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oh hai

spring nova
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Oof do not use vrc audio bank

clear yew
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what

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what then

spring nova
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A regular audio source

clear yew
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are they synced for new joiners?

spring nova
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No, that's the purpose of the button

clear yew
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then its not my purpose

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i dont want anything with a button

spring nova
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But audio source isn't synced either, not like it would give you anything there

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Audio bank I mean

clear yew
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thats why theres a editor script to generate a syncing sub-element

spring nova
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That's not what it's meant for.

hollow perch
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Phasedragon its a simple hack

clear yew
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because there is no scripting allowed either js or c# this is a workaround

hollow perch
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Sorry I was explaining my script. It disables the audio bank component

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It's just my script is weird and wants a disabled audio bank component

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It uses it to generate an animator that syncs audio

spring nova
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Yeah an animator is what I'd use too and then a button to call into an audio source but where is the audio bank involved

hollow perch
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Just the input for the script

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It's why I never submitted this thing to the prefabs database

clear yew
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it doesnt seem to work

hollow perch
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I need to get off my butt and finish it, add a ui and documentation

clear yew
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i have 1 test button, that starts the train(the fakeworld rotation animation) and also does "Sound SendRPC(Play)"

hollow perch
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Don't use that. You have to now execute custom trigger on the AudioClipSelector

clear yew
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ahhhh

hollow perch
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That's how it makes sure it gets synced

clear yew
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sorry my bad

hollow perch
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Np, it's super confusing and no readme

clear yew
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i read the readme

spring nova
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Are you splitting it up into multiple audio sources?

clear yew
hollow perch
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No, I use an animator to drive a data storage that on world join runs another animator to a slider that sets AudioSource.time

clear yew
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the VRC_Trigger on here is default deactivated

hollow perch
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None of those @clear yew it's in the basic menu just activateCustomTrigger

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Oh derp it's not that one

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It's one of the other objects has a vrc trigger

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Look one level up

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With a bunch of custom triggers I think

clear yew
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ahhh

hollow perch
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Don't activate that vrc trigger

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That object just runs the sync once on world join

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So it needs to stay turned off until master local syncs

clear yew
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i got it

hollow perch
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Oh crap I wonder if this even works with all the master trigger shenanigans going on

clear yew
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then just ACtivateCustomTrigger to "AudioClipSelector (VRC_Trigger)"

hollow perch
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And it should have a bunch of triggers one for each sound file

clear yew
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it just shows me one

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i just have 1 file rn

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"REceivers do not have Custom Tirggers which share names."

hollow perch
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Lemme check and screenshot what it should be

clear yew
hollow perch
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Crap it's an AnimationTrigger not a vrc trigger

clear yew
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animation trigger for which animator?

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000 or AudioClipSelector

hollow perch
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totally non obvious from the documentation

clear yew
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so the trigger for me is "000" or "anfahrt"

hollow perch
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yeah the name of the sound file

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AudioClipSelector, animation trigger, exact name of sound file

clear yew
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lemme test

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works ❤

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is anyone here willing to test it with me?

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hmm

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@hollow perch it isnt synced

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my friend got it played back at 0:00

hollow perch
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Make sure the trigger you use to play it is unbuffered @clear yew

clear yew
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ahhh thanks ❤

plucky relic
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tbh i rage quit trying to animate a gif into vr chat

clear yew
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this all reminds me of hammer editor

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with all that logic_ entities

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bc, scripts currently dont work in vrchat

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we have to do a workaround with triggers and stuff

hollow perch
#

Working with triggers in vrc is a lot like building stuff in minecraft. Vrc triggers and animators=redstone, UI Buttons=command blocks

clear yew
#

😂 fine now im gonna build my "redstone" computer and spam the event queue

plucky relic
#

@clear yew can you help me make tat animation

clear yew
#

tatß?

plucky relic
#

i mean help me animate the curb check emote i want to make

clear yew
#

animate in c4d?

plucky relic
#

i guess yea

clear yew
#

i only know how to animate with espresso

plucky relic
#

hm can you link me a vid on how to animate it

clear yew
plucky relic
#

i mean just in animatio all togeter because i allready have the model

clear yew
hot oxide
#

I'm not yet thinking about how to do it, but does anybody know if it is is possible to have chained gestures, for example so that hitting down on the trackpad would make you frown but hitting it a second time would make you frown harder.

hollow perch
#

you can do some tricks with combined gestures: for example, hitting down on one trackpad while hitting something else on the other trackpad

#

but making something look good is quite difficult since they can add together at times if they are different shapes, or the right hand will override the left hand if they are the same shape

#

so you would have to play with various combinations to achieve a good effect, like make all other gestures set frown to 0, and like rocknroll sets frown to 100. Then it will only frown if you hold rocknroll in the right hand. In the left hand, have another gesture that sets a different frown blendshape to 100, and have every gesture except your normal frown set that blendshape to 0 so it will get cancelled out unless your right hand is on frown

#

@hot oxide

lone dirge
#

anyone have any good guides on how to get an emote to toggle a mesh on and off?

hollow perch
clear yew
#

So I've started work on a particle animation but I'm still pretty new to them, is there a way to have a particle system emit a burst at specific key frames? Without just toggling the whole system(and making any currently rendered particles vanish) ? Trying to get it to emit a burst on a certain beat 👌

clear yew
#

You can have the duration of the particle system be very low.
0.1 duration
Looping on
emission set to burst
0 rate over time

#

Then animate the emission module on from default off

#

So every time the emission module is on, it will hit the loop and fire, then you can turn the emission module back off

#

It won't loop again, and your particles will stay alive

#

0.05 duration might also work

#

Lower than that I think is problem

clear yew
#

Perfect, thank you so much!

summer hull
#

how would I use an animator on a generic avatar inside of an empty?

clear yew
#

i am trying to edit a copy of the idle animation in unity and when i edit anything period, it freezes up all animation for idle

#

i am just trying to change lower leg twist in/out to solve a full body issue

lone dirge
#

@hollow perch thanks for the link, though it didn't work for me on first try

#

need to tinker with it probably

lone dirge
#

got it to work on second try

#

arigato

grizzled oracle
#

ima furry

summer hull
#

awesome!

lone dirge
#

is there a way to add a constraint on a joint to a rigid body such that it wont move after a certain amount?

#

like if i want rotation in the second arm to stop after 90 degree's in the y direction when its following the main arm

hollow perch
#

you might want to look into configurable joints. I think they might have a way to limit motion

#

should mostly work like fixed joints

lone dirge
#

thats a lot more numbers that i dont understand lul

clear yew
#

Whats the best way to find the exact frame an audio beat is on to keyframe it?

#

i know a lot of people just go by ear

#

there is a way to let an animation play and record and you can insert keyframes in a fast way on each beat

#

and then use those keyframes as reference

#

i forget the exact way someone i know was doing it, but in general i think it's done by ear and patience

#

I've been using audacity to locate the "time" but audacity also has a view frames thing but it only has 25 frames and 75, no 60

#

maybe just notice the time and count frames given 60 per second

#

16.67ms per frame

#

yea, I'll try that, thanks!

plucky relic
#

can someone link me a way to animate a character

hollow perch
#

There's this mocap solution if you want to make your own 😉 https://www.liberty3d.com/glycon/ - they have a free version

#

or if you have a more specific animation in mind...

plucky relic
#

wait did you just say mocap

#

like mocap mocp

lone dirge
#

i can get this part to work fine but as far as realism goes, only moving one axis on rotation isn't good
so im trying to make it so that i can rotate another axis on another bone

#

and then have the turret rotate around its single axis i put like the first pic

#

the parameters in rigidbodies dont seem to be able to keep the two bones connected thoughhttps://media.discordapp.net/attachments/541888303776137236/568231825940676618/unknown.png

#

and playing around with the freeze position constraints doesn't work either, as it only allows position movement along the turrets origin, not in conjunction with the bases

hollow perch
#

I'd suggest using a configurable joint and playing with the settings on the joint like free/locked instead of the rigid body itself.

lone dirge
#

could setting the connected body of the turret to the turret platform help instead of both being linked to the hand?

clear yew
#

@lone dirge if that turret can move on a ball, and has free movement, it would probably look good if you used a look at me object with dynamic bones or use aim ik in final ik

#

what do you mean by not being able to keep the bones connected?

tough cargo
#

So im gonna cut to the simple of it, im trying to make an animation that would make my avatar invisible + my name. I already have the stretched out sphere over the model to attempt to cover the nameplate and has an invisible shader on it, however, im a slight bit the dumb and have no idea where i would place it on the hierarchy so it would follow me, but not be disabled when i make the animation hide the body

clear yew
#

if you hide the body (not the armature) it will still stay in place

#

so put it either in the armature attached to chest or hips, or have it outside the armature, but not in the body just under the main character thing

#

@tough cargo

tough cargo
#

Ok, so after a quick test, that works, thank you dapper!

clear yew
tough cargo
#

Ah

#

im assuming that would lock it in place above my head?

clear yew
#

otherwise it might move the sphere when you sit or move that part of the armature

#

and yea

tough cargo
#

Got it.

clear yew
#

for a rotate object transform animation, is there a way to make it spin in a direction until told to stop? (and have the rotation speed up during the animation?)
currently working with a particle system under an empty game object, so animating either would work

lone dirge
#

@clear yew since the rigidbodies ignores the armatures hierarchy, the bone that I want to rotate the turret hull doesn't move along with the bone I want to rotate (the turrets platform) that would give the turret a solid 360 degrees (though I'd like to add a constraint where it can't rotate a certain angle and then clip my head)

#

Also the Ik sounds good but it's not free

#

Aka F

clear yew
#

I'm currently designing a prop that'd extend one way with a given gesture and then do the same the opposite way with another albeit independantly. Would it be possible to do both animations at the same time? I imagine so but it seems like animations don't like playing at the same time.

clear yew
#

Depends on if they're conflicting animations, such as if they're trying to animate the same object property to a different value

#

It'd be a single prop with multiple moving components. Basically, it's a staff that can extend both ways.

#

But I'd like for either end to extend independently but also work at the same time.

#

They'd be affecting different parts, not the same one.

clear yew
#

Should work fine

odd sphinx
#

do you guys also having problem in the particle system world?

#

I tried making a world particle animation that is attach to a object

#

and the object is attach in my avatars hand

#

whenever i activate it via gesture the world particle bugs out

#

the world particle fallows the object in the idle mode or prone mode

#

but whenever i rise the avatars hands via vr or holding a pickable object the particle is not fallowing the object

#

that i animated

#

i unity it works fine

odd sphinx
#

ohhhh thanks for this

#

i'll look into this

tame patio
#

Anyone have experience with syncing particle systems with music?

modest rover
#

does anyone no how i can make a plane act like a piece of paper in unity?

lament prism
#

@modest rover do you mean adding a picture to the plane?

modest rover
#

yea and them making it move like paper

#

so fold and stuff

lament prism
#

you just import a picture and then drag it onto the shader, and then go and remove the mesh collider from the plane

#

as for moving them like that, I don't know, that sounds like you'd need to add bones in blender and that involves rigging.

modest rover
#

ok thanks ill try doing that

fierce bane
#

@modest rover ~~if you want it to fly like a paper plane there are three ways I can think of:

  • animate it
  • turn it into a physics object with a low gravity setting
  • use a mesh particle with gravity and force over lifetime~~
    I misread what you were asking, ignore that >.>
#

You'd definitely need to either add bones to a more complex shape than just a quad for it to fold and bend properly, as well as weight paint and rig. Or use Unity Cloth (still needs a more complex shape than a quad).

lament prism
#

@fierce bane think you could help me out, I believe you were the same person who helped me with this same problem last time

#

I forgot how to make an animation play by default

#

think you could walk me thru that one again

fierce bane
#

like on load of an avatar or what?

lament prism
#

like

#

I made a simple animation where a lighter opens, but I want to animate that whenever I activate it via a gesture

ebon atlas
#

Would anyone help me animating my avatar

#

Like how

lament prism
#

@ebon atlas you mean adding gestures or what?

ebon atlas
#

I have I have this deku avatar and I want him to do the orange justice while there is a picture above him when he was young bopping his head back and forth

#

Ye

lament prism
ebon atlas
#

And put music in one of my gestures

lament prism
#

watch this, it's a good tut on basic gestures

ebon atlas
#

Yeah I saw that

#

But I’m still confused

#

I mean I don’t know how to put the picture above

lament prism
#

use a quad

ebon atlas
#

Quad?

lament prism
#

drag the pic onto the quad, get rid of the collider mesh

ebon atlas
#

I’m sorry I’m new

lament prism
#

it's under 3d objects sorry

#

right click in the hierarchy

ebon atlas
#

Wait wait slow down I’m not at my house yet I was just wondering

lament prism
#

pm me later and I'll walk you through it

#

however I'm still learning myself so

fierce bane
#

Make a controller that has a blank animation and then the one you want, blank is default state, one you want is transitioned to.
Have the animator off by default, enable animator when you want it to play. Lighter would be below the animator.
This is an example image from something similar: https://i.imgur.com/w3sL2xz.png

#

the inspector on the right is for the transition from blank to your actual animation

lament prism
#

how do I link them?

fierce bane
#

as shown in that inspector my blank anim is 1 second long
So the settings are based on what I needed for this specific animation (0.8 seconds before it switched over)

fierce bane
#

right click the blank anim and hit make transition

#

then click on the animation

lament prism
#

whew this is kinda confusing

fierce bane
#

oh and on the left side where it says Base Layer click the gear and make sure it's set to override (it should be by default)

#

er... "Blending" should be set to override, my bad

lament prism
#

Ohh ok

#

So wait

#

why do I need the "blank anim" then?

#

I want the animation to automatically play whenever I use it as a gesture

fierce bane
#

wait...do you want it to play as soon as you pull out the lighter or do you want to flip it up on a gesture?

ebon atlas
#

Himeki could I pm you?

lament prism
#

I want this animation to play as soon as I start the gesture:

fierce bane
#

but do you want that to happen while you're already holding the lighter or do you want that to happen as soon as you pull it out?

lament prism
#

ahhhh

#

when I pull it out

#

via a gesture

fierce bane
#

so as soon as you take out the lighter with a gesture it also plays that animation, correct?

lament prism
#

yes

#

that's how I'd want it

fierce bane
#

exactly what I showed you then, yes

lament prism
#

ah alright good

#

is there a way to make it so that it doesn't loop though?

fierce bane
#

the blank anim is the state it returns to, allowing you to have that exit time set as a delay, you'd probably want it around 0.1 - 0.25

lament prism
#

returns to?

#

what do you mean by that

fierce bane
#

when you disable the animator it will go back to the default state, the blank is there just to prevent some...weirdness by unity

#

like jumping back part way through and acting strange

fierce bane
#

set transition duration to 0

lament prism
#

alright

#

do I just drag the controller into the animator?

clear yew
#

It shouldn't loop if you disable looping

fierce bane
#

and make sure to select your animation and have the loop options off

#

yes, and have the animator disabled by default, and enabled by a gesture, that'll turn everything on

lament prism
#

ahh yes alright this is all making sense now!

#

thank you so much again

#

actually

#

the animation that plays is realllly fast

#

can I slow that down?

fierce bane
#

@ebon atlas a quad is an extremely basic shape in Unity, it's 4 vertices (square by default)
So if you apply a material with an image as a texture to the quad, you have a square image.

I don't accept random PMs though...I get too many of those

fierce bane
#

change the speed setting there

lament prism
#

what would be a good value?

#

.25?

fierce bane
#

think of that as a multiplier on the speed value

lament prism
#

ah

fierce bane
#

so 1.0 is full speed, while .25 would be quarter speed

ebon atlas
#

@fierce bane could we pm?

fierce bane
#

I just said I don't accept random pms >.>

clear yew
#

Is your lighter invisible by default and your gesture makes it appear btw?

lament prism
#

@ebon atlas you can pm me

#

yes that's the plan @clear yew

ebon atlas
#

Sorry cause seeing other people talk

#

And I’m talking to other people

#

Confuses me

clear yew
#

So instead of animating the animator on for the lighter with behavior.enabled, you can have the animator on by default, and animate the object on

ebon atlas
#

What

#

Idk who’s talking o who

#

To*

clear yew
#

This will give you a cleaner return to defaults

fierce bane
#

they're talking to blank

ebon atlas
#

The reason why I want to talk to himeki is because he looks like he’s more experienced

clear yew
#

Sometimes if you use behavior.enabled on an animator and stop using the gesture in the middle of the clip, returning to defaults is weird.

ebon atlas
#

So that’s why I’m asking for him to pm me

lament prism
#

@ebon atlas I know how to animate basic gestures.

#

You asked for help and I'm willing to help you.

clear yew
#

So in this case where you can just turn on the object with default on animator you avoid needing to consider the edge case where that happens

lament prism
#

@clear yew I don't follow?

ebon atlas
#

While I do the orange justice

#

And a song in

lament prism
#

can't play gifs

#

only a picture

ebon atlas
#

Yes you can

#

I saw someone do that

lament prism
#

not with a quad

ebon atlas
#

Well I saw someone do a gesture

#

They were doing a orange justice and a gif

#

So

#

I think it’s possible

clear yew
#

@@lament prism if you have a default off animator and you turn it on via behavior.enabled 1, even if your states has write defaults selected, depending on various factors, if you spam the override you can mess up the return to defaults until the animator runs again. In the case where you have a default off object, you can have the animator on by default and just turn on the object instead of turning on the animator. This will reset the animator more consistently because the default being written by the gesture is is.active 0 and not behavior.enabled 0

fierce bane
#

playing a gif is usually just displaying multiple images with material swaps

clear yew
#

You can also do it with a shader pretty sure

fierce bane
#

oh that's true, a multi-panel image using a shader that flicks through sections...

lament prism
#

I'm still not following too well sorry

fierce bane
#

could do the same with an animated texture particle instead

lament prism
#

are you saying if I spam the gesture it will break?

clear yew
#

Yes, depending on the length of your states and how fast you are spamming

#

Behavior.enabled 0 shuts down the animator in an ungraceful way

lament prism
#

hmmm so

#

just use Behavior.enabled 1?

fierce bane
#

to clarify Blank. Disabling the entire object with the animator is safer in most cases.
If you don't NEED to manually disable the behavior, don't

lament prism
#

how would I manually disable it anyways?

clear yew
#

Behavior.enabled 0

fierce bane
#

you need either an animation that already has the behavior in it, or to do it yourself

clear yew
#

Which is written if you use behavior.enabled 1 with a gesture

#

Because your gestures write defaults

fierce bane
#

they're still pretty new to animation @clear yew

clear yew
#

Basically don't use behavior.enabled

#

Animate on the object

#

Have the animator on by default

lament prism
#

do you mean in the animator window?

#

animation**

clear yew
#

Yes

lament prism
#

so wait

#

what's on by default?

clear yew
#

The animator which flips your lighter

fierce bane
#

https://i.imgur.com/2ekJuxm.png This is the "behavior" checkbox lindesu is talking about.
If this is disabled instead of the whole object you have to use "behavior.enabled 1" to enable it instead

lament prism
#

OH

#

I see

#

Well I don't do it that way anyways

#

I disable the entire object

fierce bane
#

so you want the whole object disable for your setup, not that one

lament prism
#

Yes I understand now

fierce bane
#

in certain cases you DO need to use it...but not this case

clear yew
#

Yee

lament prism
#

so basically, just make sure you disable the animation via the object?

fierce bane
#

that was why I needed to clarify if you want to hold the lighter and activate the flip with a gesture, or just pull out the ligher AND flip it at the same time

lament prism
#

Yeah the latter is what I want

#

pull it out and flip at the same time

#

I assume that's what I've done

fierce bane
#

because pulling it out and flipping it can just disable the whole object, but the gesture flip would require behavior toggle

#

yes

lament prism
#

I'll ask more questions most likely once I get to that

#

rn I gotta find a sound for it, and I was even thinking of having fire particle effects playing as well.

hollow perch
#

Save that anim file to your project, click on it and copy the keyframe from the Animation window

#

Unity won't let you make a Behaviour.Enabled key without copy and paste

fierce bane
#

or without editing the file as text

hollow perch
#

Sure, using the Component id number of the Behaviour class. That's how this was originally generated

lament prism
#

@fierce bane if I want to add fire effects when the lighter pops up how would I go about doing that?

#

i found a free fire pack in the store, however I don't know how to animate it with the gesture, mainly since the lid on the lighter is closed.

#

@hollow perch how do I apply that animation with the gesture I just made?

fierce bane
#

@lament prism make or add a particle animation as a child of the lighter, disable by default, enable at the end of the animation you already have and it should wait till it's open to activate

or if a world sim particle, put a rigid body in and put the particle system outside the armature under a fixed joint, assign rigid body to fixed joint, reposition particle system to sit where it should

#

@lament prism you don't need that animation with what you're currently doing. Lyuma was just linking the behavior enabled we were talking about

lament prism
#

oh alright

fierce bane
#

try scaling the top level

lament prism
#

top level?

#

you mean transform?

#

I tried that

#

didn't work

fierce bane
#

the one you dragged and dropped in

#

set the scale to 0.1,0.1,0.1 for example

fierce bane
#

then it's not small enough, keep scaling it down

#

but as long as everything is scaling that's your way to adjust it

lament prism
#

I put it to 0.0001 and it's still way too big

fierce bane
#

is it not scaling everything when you set the scale?

lament prism
#

yeah

#

I thought it was but it's not

fierce bane
#

if not then you'd have to adjust all the individual parts

#

they may be set to local scaling
they also may have specific speeds/velocity that needs to be adjusted, etc

lament prism
#

is there any way I can just make my own particle effects?

#

with the same type of features?

fierce bane
#

sure...just make particle effects

#

another thing to learn

lament prism
#

ty

young hearth
#

does anyone know why eye animation doesn't work? is this the correct way to apply eye animation in unity? one of my friend says mmd models should've already came with eye tracking and that i just need to make sure the rig has LeftEye and RightEye which it did. But when i upload it into the game, she doesn't do it.

slim sparrow
#

@young hearth Animation components don't work ingame

young hearth
#

oh i see

slim sparrow
#

Your mesh has to be called "Body" and it needs to have at least 4 shape keys for the built-in blinking to work

#

The thing next to your armature

young hearth
#

oh uh huh

slim sparrow
#

It is called Body, but it also needs 4 shape keys

#

And you also need LeftEye and RightEye mapped in the humanoid rig

young hearth
#

yeah i doubled check that and its in there

slim sparrow
#

Do your eyes move around?

#

Can you post screenshots of the humanoid rig configuration (the head part)?

#

Basically the thing I just posted

young hearth
#

no her eyes doesn't move around thats the problem for some reason

#

well not the previewing

#

but in-game it does move a little bit from side to side and up down

#

but no blinks

slim sparrow
#

Okay, well then the eye tracking is clearly working

#

Just the automatic blinking isn't

young hearth
#

mhm

slim sparrow
#

Make sure that when you generated eye tracking in Cats, you didn't tick "disable blinking"

#

Can you go to the Body mesh in Unity, expand "Blend Shapes" in the Inspector (right sidebar) and set vrc.blink_left to 100?

#

Does it actually make one or both eyes blink?

young hearth
#

yeah i made sure the disable blinking is uncheck

#

the body mesh in unity...hm...

slim sparrow
#

"Blend shapes" isn't expanded

young hearth
#

ohh!

#

still new and stuff

slim sparrow
#

You also have quite a few materials, consider manually atlasing or material combining those for optimization reasons if you go above 10

young hearth
#

it is apparently at 0

slim sparrow
#

Okay, but what happens if you set it to 100? Does it blink?

young hearth
#

i'm not sure let me press the preview

slim sparrow
#

Could you post screenshots of the whole window with blend shapes expanded and the blink left shape key set to 100?

young hearth
#

yessss

#

she blinks in the preview

slim sparrow
#

Do you have any custom emotes or gestures on your model at all? Anything in "Custom standing anims"?

#

You should post a screenshot of the blend shapes list

young hearth
#

nope, i believe this is my first time and i haven't visit those yet

#

should i do anything with the lowerlid? too

slim sparrow
#

Err, they're set to 100 but I don't see any blinking.

#

That would be the issue

young hearth
#

oh no it was at 0 and i changed it to 100 just now

#

and then she blinks

slim sparrow
#

I don't get it but ok

#

In the screenshot the values are 100 but the eyes are open

#

Lowerlid is supposed to do nothing so don't worry

young hearth
#

its not supposed to do that?

#

ooohh odd..

slim sparrow
#

If the value is 100, it should be blinking

young hearth
#

very strange

slim sparrow
#

Do you have an "Animator" component on the Body by any chance?

#

Probably not I guess

#

What kind of animation controller is in the animator that's on the main avatar? The "vrchatblackmiku" object

young hearth
#

none actually

slim sparrow
#

Alright

young hearth
#

oh thank you!

slim sparrow
#

Just add an Animator component to the Body, then assign the "BlinkController" controller in the controller slot

#

Then if you press play it should be blinking after a few seconds, and ingame too.

young hearth
#

i'll test this out

#

@slim sparrow avatar says none under blinkcontroller, is that okay?

#

i'm going to upload it now

slim sparrow
#

Yeah that's fine

young hearth
#

@slim sparrow omg it worked! you're the best!

slim sparrow
#

Alright, cool

young hearth
#

@slim sparrow i'm so proud of myself! Animations working and physics working correctly!~ and is my first avatar~ thanks to you she is now completed~

slim sparrow
#

Sweet! Looking good

clear yew
#

works 👌

#

(the white is just for debugging purposes)

agile condor
#

i have a particle system attached to my avatars hands and I have it set that when I press the rock&roll button on my controllers it sets the particle systems to active and opens the hand but only the hands open when I press it ingame

crude valley
#

Is the particle system set to simulate in world space by any chance @agile condor

agile condor
#

yes @crude valley

#

should I set it to local?

crude valley
#

You can but if you want it to simulate in world space then the video Yuumi posted will help you set it up properly

agile condor
#

ok

clear yew
#

is there a way, to call VRC_Triggers from an Animation?

versed tree
#

so aparantly the latest vec update changed the ways you have to add prop animations and all the tuturials iv used dont work anymore. any ideas? all it is is a simple cup prop. no particles

slim sparrow
#

@versed tree nothing changed

#

If you are having issues please describe your setup (preferably with screenshots)

clear yew
#

is there a issue

#

when calling "USeStation" from an Custom event

#

somehow the player sits down, isnt able to get up and the camera is glitched

slim sparrow
#

I think you can do that but I wouldn't recommend it. I believe you can use animation events to call VRC_Triggers

clear yew
clear yew
#

its still glitching

#

and also, StationExit doesnt get called, when the player hits "respawn"

versed tree
#

This is what im working w rn. i have the animation presets and stuff there, but i cant fugure out how to get the prop to appear when i do my fist animation

clear yew
#

It needs to be off by default and you animate it on with an animation clip in the fist slot of your override controller

#

@versed tree

versed tree
#

Oooo oki. Thats what i tried but it didnt wanna work :')

#

ill give it another go lol

clear yew
#

What did your animation look like?

versed tree
#

this without the hand making a fist, when i hide the cup on the main armature tho it never shows for the custom anim but when i do show it it bugs and doesnt let me upload

clear yew
#

Do you have a duplicate avatar? Looks like your main is stuck in motorcycle pose. What is on the mug object? It being on shouldn't stop an upload

versed tree
#

oops this aint a duplicate..the mug object is just a prop w a singular bone i think? should i remove the bone.

#

should i change rig animation type on the cup to none??

clear yew
#

You shouldn't need to remove the bone, bone is just an empty game object

versed tree
#

ok. hm i cant figure this out. do i need to enclude the cup in all my animations as unticked??

clear yew
#

No should be ticked on. Your animation looks fine

#

Can you enter play mode with the mug on?

versed tree
#

hang on my vrchat sdk is glitching oof

clear yew
#

And can you screenshot the build panel thing with your avatar highlighted so can see what might be preventing upload

#

Where does the upload fail btw

versed tree
#

crud hang on a mo, forgot to decimate my model lol XD

#

alright i bugged it out too much. retrying

#

😅

#

i did it tysm for the help! ❤

versed tree
#

the cup wont go away now no matter what unless i use my right hand. the cup is on my left,

wintry dune
#

Maybe someone can help me here with this issue. So I'm trying to add an animation to my avatar, one that's moving on idle. I watched a tutorial by Rantis and managed to get as far as putting the animation on the body of the avatar. So the animation technically works but it also sinks my avatar into the floor on play mode and I am sure that's not suppose to happen. Anyone here can give me an idea of what I might have done wrong or missed?

clear yew
#

so who can help me get these animations working😅

dreamy osprey
#

why does unity reset the position of the bone i just moved?

#

im making an animation with mouth bones and wen i move the upper lip it goes back at its original position as son as i click on something else

#

ok, found it, the mouth bone was mapped on the rig

clear yew
#

can you trigger VRC Events with Animations?

wintry dune
#

And I figured it out now. Somehow my original avatar just broke, tested that out by adding another copy of the model to the scene.

clear yew
#

@versed tree oh yeah uh, fist is not a good override to use

#

It will not return to defaults frequently

#

Your cup will stay out until you clear the gesture with another one

young hearth
#

For the cat ears in-game, how does it work? does it require a bone for it be used? Like for example some cat girl avatars you can use Shift + F4 and it will make her cat ears twitches. If i were to apply a Cat ears twitching animation, will it work on my model avatar even if she doesn't have a bone or physics?

mortal abyss
#

can someone help me with a animation i am trying to add a second animation to one avatar pls

clear yew
#

Is it possible to mirror animation in unity?
I have laying idle pose on side, but id want it to be on other side

young hearth
#

i believe that you can, but never done it before.

clear yew
#

Mmm, i guess ill search about it later.
Now other question is, what about my avatar being offset for others (but is fine for me) while having custom prone idle pose?

young hearth
#

i have no idea.

clear yew
#

Well, about the mirror animation. It was super simple. Just click on the animation and check "Mirror" x')
About the offset thing- still cant find a fix for it

young hearth
#

@clear yew nice!~

narrow sage
#

trying to have a particle animation play whenever i activate a gesture but i'm not sure how to get it to work. when i test it in game the particles only show up once, after that i need to swap to another gesture before the particles show up again. any tips? tutorial recommendations?

narrow sage
#

when i swap to any gesture except for idle (F1) and then activate the particle gesture the particle shows up. i use my F1 to reset my character and stop all the other gestures so it sucks that the particles stop showing up when i swap to it :p

clear yew
#

I think that the view point is moving only on Y axis.
But for me the model gets dragged to the side so i have head on viewpoint, but for others the model isnt getting dragged

#

If that makes any sense to anyone

#

Someone had similar issue?

#

(Back to the pose idle animation)

clear yew
#

Im too dumb please help ;x
Ping me if someone has a fix for it, though if ill figure it out ill post it myself

deft mountain
#

Hey all! I just made a chair with a custom sitting animation, but it still lets players move their upper body. Any way to make it so that the sitter completely adheres to the animation? I've seen this done on the couches in dance worlds.

past flame
#

can someone animate guns if yes DM me please

mental needle
#

both frames are the same, but yet in the middle of the animation it starts going into finger gun?

#

all frames the same but it keeps trying to make the hands go into different positions

#

it cant stay still

#

nothing i do will fix it

slim sparrow
#

@mental needle change the interpolation?

#

Delete one frame and copy the others

clear yew
#

is there a way

#

to sync animations to new joiners?

#

to exact time

clear yew
#

@whole pawn ping

clear yew
#

@mental needle you probably need to make the tangents for the curve constant

#

@clear yew nope

#

what about "Animation Sync" VRC Script from the SDK?

#

Nop

#

is there a way to animate material offsets?

#

Offsets? So a material change, or?

#

yes

#

The values in the material

#

i want animated text

#

with C# SCripting you can do it

#

Yeah you can animate material changes

#

You can also use a texture sheet

#

which of them is for the offset?

#

The reference are the different materials

#

yes i already change them out

#

but i wish i had the ability to scroll them on the screen/matrix

#

What would be the best fur shader for avatars?

icy hare
#

Hey guys, I recently made an animation with a particle effect using rigidbody and fixed joints, so that the particle effect would follow my hand around. I have a gameobject basically that has the particle effect inside it, however with the way I want the animation, I have to hide the gameobject and the particle effect before uploading, so it'll work properly in-game. But it doesn't work basically, I don't think it works right if you hide the gameobject or particle effect, the effect appears but it appears wherever it wants, it'll still move around when I move my hand though.

Is there a different method I can use where hiding the game object or particle effect doesn't break the animation?

winter sundial
#

Where does one usually find animations? Such as dances

clear yew
#

hey caffeine i found some stuff for u

winter sundial
#

Thanks for the anims!

clear yew
#

np

clear yew
#

😂

#

@icy hare you need to keep the fixed joint on always and disable the child object with your particle effect on it

icy hare
#

I didn't really touch the fixed joint though. I disabled the gameobject parent of the particle effect as well as the particle effect itself. Rock and roll activates the game object, while hand open activates the particle effect, so it'll only work while rock and roll is active

#

Maybe I should explain the setup properly

clear yew
#

So the fixed joint never has a parent that is off?

icy hare
#

Wait no I think it does, because the gameobject is what's following my hand, and I have to disable that to get the animations I want to work properly

#

I did read something about fixed joints breaking if you hide the object, but wasn't too sure

clear yew
#

Joints won't stay connected when the object is off, which creates an offset every time it's turned back on

#

That's why your effects are tracking when enabled but show up in strange spots

icy hare
#

Yeah sounds like what's happening to me

#

Is there a way around it? Or another method I can try?

clear yew
#

Just introduce more child objects to the joint and use those for disabling

#

Just keep the joint itself, and parents of the joint, on

icy hare
#

Ah I think I get you

clear yew
#

You can enable and disable children of the joint as much as you want

icy hare
#

It's the first time I've used fixed joints and stuff

#

Alright I'll give that a go later :) thanks

clear yew
#

np good luck

icy hare
clear yew
dull wedge
clear yew
#

has anyone an idea, what "VRC Animation Sync" does?

#

VRC_SyncAnimation

#

does it sync only animation, or the Animator too?

torn pawn
#

@dull wedge my guess is too many sound sources, use audacity to create one track

#

or at least reduce the amount of them, if you have like 4+

dull wedge
#

actually, i found the issue. it was one of those bugs where i just had to completely replace the audio source.

spring nova
#

@clear yew yes it syncs animators, both the parameters and the state/time. It's not really that good though, usually it's better to manually sync stuff by broadcasting parameters, unless you're changing those parameters very frequently to the degree that it would be more costly to broadcast a lot of actions.

clear yew
#

is there a way to trigger Other Animators with an Animator?

#

i think you could make a gameobject with an VRC Trigger, and Enable it? ???

#

i try to write an editor script that makes all that

#

is there a guide for that broadcasting thing?

clear yew
#

@spring nova , the Sync Animation script works perfect

#

my friend had no problems with it

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everything was in sync

spring nova
#

I'm not saying it doesn't work, I'm saying it doesn't work perfectly

#

and there are many cases where you need it perfect, not just good enough. Moving stuff around visually is fine, but logic stuff is not

clear yew
#

ahh

#

Logic Stuff? . i will need basicly an linear logic

#

like following:

  • Lock Doors
  • Slowly Depart from Station (move World around the Train)
  • Change FGI(Fahrgastinformationssystem/ Station Display) correctly
    ~~~~ drive ~~~~~
  • Arrive at next Station
  • Unlock Doors
  • Wait for 1minute

repeat for next station

#

my only queston rn is,
is it possible to call other Animators/Variables/triggers from one animation?

spring nova
#

animators can affect their own floats, which is great for allowing one layer to affect another layer. But they can't do bools, ints, or triggers. You'll have to use triggers or buttons for that

clear yew
#

Buttons?

#

can you "animate" Click on a button?

spring nova
#

sure can

#

you can ignore the UI part of them and just use their click events

#

which allows you to call any function on any script, or do gameobject/transform stuff like reparenting

clear yew
#

violet moss
#

What causes an animation to play far faster in vrchat than it does in the unity editor?

clear yew
#

are you sure you were previewing it in play mode in unity editor?

#

(the editor window only updates when it has to, in play mode the engine renders each frame)

spring nova
#

you need to have the button on the same gameobject as the animator

#

so usually instead of having an animator that activates a bunch of different buttons, you can instead have gameobjects dedicated to having their own button, and use an animator to basically be onenable

violet moss
#

apparently the armature has to be visible at all times just the mesh needs to be turned on via the animation

#

i was turning mesh and armature on via gesture and it makes the animation play crazy fast in mirror

paper lantern
#

Anyone know how to make a loop counter in an animator? So when something has looped or done something a certain amount of times it adds to like an int parameter and then exits the loop once a condiiton has been met

spring nova
#

depends, are you talking about a world or an avatar?

clear yew
clear yew
#

So how would one go about doing an on-spawn animation, and then choose randomly between 3 idle animations?

clear yew
#

nvm i figured out how to do it

clear yew
#

Hello.

#

Do animations work for generic models?

torn pawn
#

if you mean gestures, then no

feral tulip
#

I summon the SPIDERS!

ruby ridge
#

Is it possible to have an inventory system/emote switch control a mesh without having to reparent the mesh and break the prefab?

#

Control mesh visibility that is

trim violet
#

Hi there ^.^ trying to get more into animation locking and state machines with VRC and unity but I keep getting animator lockups(slow moving hands like breathing) or bobbing into the ground when trying to test it as an emote. Are there other parameters or frame timing I'm not understanding?

#

Test it as an emote or gesture*

#

Because it oddly work in scene in Unity but not in VRC

clear yew
slim sparrow
#

@ruby ridge with stencils, yes.

clear yew
#

how to trigger other Animator ControllerS?

#

i want 1 Main Animation Controller, which controls other Animation Cntrollers

muted prairie
#

For what use ? Are you trying to enable one ? Just use a custom trigger with Enable component

#

Or maybe you can enable layers ?

spring nova
#

or set parameters

clear yew
#

i need to set vars on other animator controller

#

do they have to be buffered or just local, if the main animator is synced?

spring nova
#

animation events can only do stuff to their own gameobject, so just make custom triggers on there and have those activate parameters in the other animators

clear yew
#

im trying to make a editor script that does it for me

spring nova
#

I would recommend local, because if it's already synced you don't want to sync it again.

clear yew
#

thx i will try it

ruby ridge
#

@slim sparrow ugh. But okay.

#

@slim sparrow problem with that is now I either have to stick a sphere around me, which will look terrible with shaders disabled, or match the shape of the underlying mesh, in which case I might as well reparent the mesh

dim fern
#

is it possible to send or synchronize animator ints or floats on your avatars animator controller

spring nova
#

nope, just gestures

clear yew
cyan chasm
buoyant dove
#

how make move cube with pitch sound

timid prawn
#

If its with viseme you need to subdivide it in blender and make shape key

#

If you want it to difforme

buoyant dove
#

who me

vapid spindle
#

@clear yew nice

dark pollen
#

can someone help me with an animation. Im trying to animate a material on a particle system but it wont play in vrchat

lusty delta
#

I need help with a hover/ floating animation for my avatar

clear yew
fleet river
#

whats the root bone

#

99.99% of my models dont upload do to the fact i dont know what the root bone is

pliant plank
#

@fleet river the root bone should be the hips on a standard humanoid setup, unless the hips are parented to something else, which in that case, it's that something else that's the root bone

fleet river
#

This is my current project from a 12 year old game

clear yew
#

@fleet river wtf

midnight cobalt
#

ha

timid prawn
#

i dont like tihs

fleet river
#

Personal ptoject

#

Got this into vr chat last year

#

Personal av

#

Now i want to export my work from unity into blender fully rigged for another game for source and garrys mod left 4 dead 2 and tower unite been looking for an auto rigger sfor a few years now

#

I know more about unity then blender its just drag and drop

#

Trying to get ready for may the 4th its the last one ill have with my star wars characters

clear yew
#

@fleet river you gotta be careful with sharing so much personal information my friend. It's good to be open, but it's hard for people to understand. Someone able to help you here might be scared away by personal stuff. I recommend that you make your question short, with maybe some screenshots of what you are doing, and post it in the avatar, avatar-rigging, or 3d modeling channel. You might have to try a few times until someone that can help engages. Don't spam, though. I'd give you more direction but I am not a blender person. Sounds like you need someone to link you a good tutorial

brittle granite
#

@fleet river look up rigging characters for games in blender. Most vrchat specific tutorials are misinformed

clear yew
#

@glass peak are you trying to toggle any object or specifically your main body mesh

glass peak
#

My end goal is being able to hide my main character mesh, then unhide a copy which will then perform a dance

clear yew
#

I think you can perform emotes now directly on the avatar without major scuff

#

Is it a different mesh?

#

Or a duplicate of your avatar

#

I assume it's a duplicate since you want to hide the original

glass peak
#

Yeah, it's a duplicate

#

I was instructed to work with duplicates because I want it to play audio during the animation

clear yew
#

Were you going for an emote override?

#

Or trying to make it a gesture

glass peak
#

I was going for the Emote Override

clear yew
#

So, afaik the problem with doing a normal emote is that after a fixed time, ik will start messing with the animation. There is a way to fix this though I'm pretty sure, and you can do the dance + music directly on your avatar without a duplicate

#

One sec

glass peak
#

Ah that would be great because this character duplicate-ception is rather confusing

clear yew
#

@slim sparrow do you need final ik for this to work or can i throw this into a .anim file and it should work for this gent right?

slim sparrow
#

Splinks tried that and it failed

#

For some reason

clear yew
#

@hollow perch 's idea for like a stub or something would be nice

#

@glass peak so you need this for it to work

#

1.6 to 1.7.1 is the right version

#

and this would be an example of an emote that shouldn't scuff out

#

so you could edit this to have your dance + enable an audio source

#

and it should work

#

if you can't get final ik, just DM me and we'll go over the toggle method

glass peak
#

Alright, thanks. I'll try to figure it out

glass peak
#

@clear yew I was able to add the audio to the emote, but I am assuming there is a limit on the length of the emote because it cuts short. How would I go about extending the emote duration?

clear yew
#

by default i made that emote 1 second long. so, there is a starting keyframe at 0:00 and an ending keyframe at 1:00

#

the ending keyframe on any property determines the total length of the animation

#

so for your property which enables your audio source game object, just have an ending keyframe at a time that is sufficiently long for your audio

#

keep in mind that whenever that ending keyframe is, that will make the entire emote last that long

glass peak
#

Ah, I understand. I am working with an pre-existing dance emote, would it be possible to activate and loop the dance using the gesture system? @clear yew

#

I tried running it through the gestures but as figured it doesn't show any animation just plays the music, so I guess that kind of leaves me where I was

clear yew
#

it shouldn't be a gesture, it should be an emote

#

@glass peak

glass peak
#

@clear yew Yes I know, I thought that making an emote would do the trick but it doesn't. So I am back to figuring out how to make the avatar duplicate, and toggling the animation that way. For some reason though I am not able to get the VRC_Trigger to work, which I am told to use to toggle the Mesh visibility

clear yew
#

No that's for worlds

#

What happens when you try the emote? Plays audio but doesn't dance?

#

The animation paths are probably wrong

glass peak
clear yew
#

Wow that must be really old

glass peak
#

The emote itself with the audio works but because of the length of the dance the audio is cut short

clear yew
#

So it does music + dance but the dance is too short?

#

Just make the animation longer

glass peak
#

I would like to be able to stop the dance + audio at any time, preferably by toggle

#

Uhm, I tried that but that dance stops and the music continues

clear yew
#

Not really possible with an emote

#

Would have to be a gesture

#

Also you would need to just duplicate the keyframes of the dance

#

To make it dance longer

#

To do it with a gesture you need to use an animator on a duplicate avatar that loops your dancing animation

#

And enable the duplicate with gesture, hide body mesh with the gesture override

#

Just animate the skinned mesh renderer to be disabled

glass peak
#

Ah, I see. Is there an easy way of duplicating the keyframes? Copy-pasting doesn't seem to work. And I guess I'll give the other option a try

clear yew
#

copy pasting will work if you move the original keyframes over

#

when you paste its probably pasting the same keyframes in the same position

plucky skiff
#

Heya, i have a small question, which is that i wanted to know how i can make my avatar temporarily invisible, including the nametag?

clear yew
#

you need to disable the skinned mesh renderer on your Body mesh and hide your nametag with an object that encapsulates it, and the object should have a shader on it which masks it

#

there are various shaders for hiding the name tag

plucky skiff
#

do you have any recommendation ?

clear yew
#

@daring frigate has two shaders which do the job, they might share with you. i'm not going to post anything here, i don't know how mods feel about hiding any ui for any reason

plucky skiff
#

ohh i see.

slim sparrow
#

Wakamu doesn't play the game anymore lol

clear yew
#

rip

slim sparrow
#

G1fan posted a "name tag hider" shader on vrcat

#

That's the one I generally use

plucky skiff
#

ohh thank you i will look into it!!

#

simply, doing a cylinder - like object which is rendered by that shader?

clear yew
#

a cylinder, yes

plucky skiff
#

ok good.