#animation

1 messages · Page 108 of 1

leaden marlin
#

I just have no idea anymore lol

clear yew
#

Well I'm try to think how you might want the puff interaction to work. This is harder because you are animating lips

#

But it might be okay

leaden marlin
#

the animatiions are very nice rn its just a matter of running the start smoking animation when I want

#

I'm a mute so I dont need voice blends so I dont have to worry about that either

clear yew
#

So I don't misunderstand, do you already have a way to animate your smoking blend shapes correctly, and just need smoke to come out at the right time?

leaden marlin
#

no

#

the animations are perfect I just need to be able to toggle the animation on and off whenever I want

#

the whole animation

clear yew
#

Is it a fixed length animation or something?

leaden marlin
#

its looped

#

You know how some people use emotes to turn on and off certain animations or objects? I need to do that for my animation is what I'm trying to explain here

#

sorry I'm not good at explaining

clear yew
#

Yeah but you will have problems on your Body mesh if you set it up like that

leaden marlin
#

I'm just looking for the correct way to do it tbh

leaden marlin
#

yeah but sadly that still leaves me with the same problem

clear yew
#

Access to the body mesh is the problem I see

leaden marlin
#

yeah

#

maybe I can drop my joint in body?

#

but then it wouldnt track

#

with head

#

hmm

clear yew
#

Dropping a joint anywhere should be no problem

leaden marlin
#

joint as in cigar sorry

#

just making sure u know what I mean haha 😄

clear yew
#

The problem is animating the Body, you want your joint somewhere else. The toggle can activate the joint wherever it is, but you also need a way for the emote to affect the Body mesh animator. Unfortunately you only have that one animator in your budget for animating the Body mesh. So stacking animators to toggle Body mesh animations is tricky

#

As long as you aren't using a separated mesh

leaden marlin
#

its a solid mesh

#

getting the joint to stay in my mouth without it being on the head transform hierarchy sounds very tricky

clear yew
#

That part is fine, it can be on head transform

leaden marlin
#

yeah but will it still animate blendshapes

#

I would have to put the body in there too

#

just to even toggle the animation in vrchat

#

and ik that wont work

clear yew
#

No you need to have a separate animator than what handles the cigar joint

#

Because that's in the armature

#

And the Body is somewhere else

#

Separate animators you run at the same time

leaden marlin
#

yeah but then the mouth portion of the animation will play constantly if so

clear yew
#

The problem is handling multiple states with the one animator you are allowed use on the Body mesh

leaden marlin
#

all this could be fixed if vrchat allowed animator state bool toggling

clear yew
#

There is something you can do I think, since you are handling this with emotes

leaden marlin
#

I was thinking I could just attatch vrc events and a toggle cube I turn on via gesture and click it

#

is that possible?

clear yew
#

Not on an avatar

leaden marlin
#

then how do chairs work on avatars

#

so confusing

clear yew
#

They're whitelisted for them

#

Specifically

leaden marlin
#

lordy

#

I hate limits but I understand them

clear yew
#

Hmm this is problematic because both of your Body mesh animations are looping, right?

#

I can think of a way to make it work if only one of them is looping

leaden marlin
#

the problem is I have to have everything all in one object

#

and still be able to animate blendshapes

#

since the animation was created on the root avatar

clear yew
#

And there are other ways to make this work if you duplicate body mesh and work around the issues that causes

#

You can edit the animation paths

leaden marlin
#

I'm not that advanced with vrchat work arounds since we have to do things their way since limits

#

So I have no clue what you mean but ty for all the help thus far

clear yew
#

So your blinking anim is looping and the smoking blendshapes are looping?

leaden marlin
#

I could show you in DM if ud like

clear yew
#

Are you a legendary desktop mute

leaden marlin
#

screenshots n stuff

#

I'm a vrchat vr mute

#

and rl mute

clear yew
#

Some of this should be handled by gestures ideally. But yeah send me a DM

leaden marlin
#

Oculus Rift Touch

clear yew
#

Like probably the lips blend shapes should be gesture override animated

#

The eye closing too tbh. Just gonna have to sacrifice a gesture for the right smoking expression

leaden marlin
#

thats fine

clear yew
#

Basically your problems go away if you do the smoking expression with a gesture

leaden marlin
#

let me get comfy and Ill send you detailed screenshots in dm and we can go from there tyty again

blazing bluff
#

Hey can someone tell me why my avatars mouth is opening and closing constantly with no audio and no animation overrides?

marsh heron
#

Why does my avatars animation break after playing it once? Animation is set on Gesture

royal escarp
#

@marsh heron you've it only running on 1 frame?

#

i can't be more then 1 frame or the gesture will break

marsh heron
#

@royal escarp thanks so much Pat!

royal escarp
#

np

marsh heron
#

So to play an animation longer than 1 frame on a gesture, what should I do?

leaden marlin
#

Is it possible to have animations swap materials of an object on an avatar in vrchat? I've achieved it in unity it works nice but won't work in game. I did it by animating the material reference swap.

#

unless it just dosnt update in the mirror?

#

Yep thats the case lol, I went out of bounds via play area to see myself third person and its working fine

wanton oxide
#

I still need mouth flap help

topaz quarry
#

@marsh heron you add an empty game object to the avatar, add an animator component to it, then put that animation clip you want to play in a controller for that animator, then set it to default inactive.

Then for the gesture itself you make a regular one frame animation where you activate that game object and it wont get stuck active.

Do note that the location of the object matters as far as hierarchy goes, animators can only animate objects that are on the same game object as the component or children of that object. May need some animation tricks to make certain stuff work properly.

native peak
#

^^^^^^

blazing bluff
#

Can anyone tell me why my models mouth keeps randomly opening in game when I am just standing there? There are no animation overrides on the model currently, and it only happens in game and not in unity.

marsh heron
#

Could be eye tracking issue, it’s what happened to me

faint nimbus
#

Does anyone have experience with lexiV4 models my face expresions are not working.

marsh heron
#

@topaz quarry is there a video on what you’re talking about?

proper anvil
#

oi

plush meadow
#

Did they brick animations after a certain date?

#

My gun animations don't work according to my friend.

next pilot
#

if it has anything to do with IK then yes

plush meadow
#

Shit...

#

So that means that animations that used to work (muzzle flash, noise, and props) don't work anymore?

jaunty nest
#

How to offload Animations to an animator so i can have longer gestures?

spring nova
#

Enable an object with an animator

clear yew
#

hi

#

do u guys do meme animations

trim violet
#

I was wondering, if you upload a generic avatar, can you still throw VRIK on it for VR use and be able to use it like a humanoid rig? 🤔

#

I know VRChat uses some form of FINALIK natively right?

clear yew
#

Do u guys do meme anations

#

Animation s

#

Hello???

trim violet
#

What do you mean by Meme Animations? Like making an animation but it's memey?

gilded sonnet
#

Hey I’m new to Vr and im wondering how to pull out weapons and do animations? I’m using a rift s

cyan chasm
lofty crypt
#

Does anyone know if rigid body multi limbs work? I have an older avatar that's completely busted and doesn't work at all

#

Would reuploading fix it?

#

Using FBT if that matters

trim violet
#

Pretty sure Rigidbodies are base unity and should still work yes. Recent update just broke FinalIK so it'll only show locally.

lofty crypt
#

I mean this rigid body break has been going on since before the new update

#

While all new rigid bodies on newer avatars I've made (world particles only) work fine

#

So it's just confusing

trim violet
#

Are you attaching the rigid body to a bone? Typically you want a separate object/target parented underneath main limb I thought

clear yew
#

Question so i saw some avatars that are like normal 3d but are in a 2d window can anyone explain how this works?

covert girder
clear yew
#

YES thanks a ton

mighty steppe
#

how do you stop an animation from gestures from looping?

#

should i just uncheck this? Apply root motion?

muted prairie
#

Unckeck loop on the animation itself ?

mighty steppe
#

nothing happens..

#

ouh wait

#

on animation it self?

#

where is that?

#

loop time?

#

too bad custom animation breaks when u use it as a gesture 😦

muted prairie
#

How are you doing your gesture ?

mighty steppe
#

making a custom longer animation like Opening...
then using another custom long anim for Closing...

#

sadly it remain stuck with frist one and the second one has somehow a conflict...the older animation for face expresion was removed but it still plays on it for some reason.

#

i saw other avatars having custom animation and worked just fine for them.

#

for me it breaks all of them.

#

well it goes in slow mo...till it ends

muted prairie
#

which tutorial did you follow ?

mighty steppe
#

none.

muted prairie
mighty steppe
#

probably i should use custom longer animation for emote instead..

muted prairie
#

there's limits

#

So you should follow a tutorial

mighty steppe
#

but im not sure if i can let the animation remain at the end..

#

im not really sure what should i do.

#

il try it as an emote.

#

but i know that thing worked for someone else.

#

for gesture...the animation actualy works...but differently..

#

emote breaks the hole avatar...(animation needs to be rebuild on the avatar it self. probably.)

#

so any ideas how can i use custom animations ? on and off?

muted prairie
#

Since i don't know myself, that's why i suggested to look up a tutorial on it. People generally don't make tutorials on stuff that doesn't work

mighty steppe
#

i cant make that as an emote..

#

it changes the hole avatar..

#

if i use it as gesture...it does...but not how it should...the animation is messed up.

silent vapor
#

anyone around who would be willing to help me out real quick? i've got a weird problem that i can't figure out with an animation

#

as far as i know, the animation is all set up correctly but in unity and vrchat, the animation gets stuck (the prop stays in the hand and sometimes won't show up or won't go away, same with the face expressions) and i've tried recreating the animation and the controller a couple times with no different results. i know that there aren't any extra key frames beyond the one necessary key frame

#

i can't find the right info on google orz

mighty steppe
#

dont use animations bigger than 2 frames....for face expresions.

#

it should have only frame 0 and 1

clear yew
#

guys, I need help with something in blender. I am learning to make a walking animation for my avatar and I cannot figure out how he makes the limbs move with eachother at 1:06 when I do that it moves alone but his bones are jointed or something https://www.youtube.com/watch?v=gFf5eGCjUUg

edit: my bones are parented

In this episode we create a simple walk animation for our character. See Brackeys' channel for the programming half of this series: https://www.youtube.com/u...

▶ Play video
muted prairie
#

Called limb IK

clear yew
#

thank you

devout belfry
#

Hey is anyone here good with setting up emotes for a custom avatar?
I've been trying to get my emote animation to loop in game and it's driving me crazy.

tough cargo
#

is there any way to do a world fixed object without final ik?

#

i dont own it cause im a cheap fck

clear yew
#

Yes, you can use physics or if you don't need an animated game object, sometimes world mesh particles

#

It's not as good as a final ik script but it works well for many effects

#

@mighty steppe what animation are you trying to do

#

You probably need to be using animators for what you want, and interacting with animators with gesture overrides has hazards

#

It can be done well but is not intuitive to design

#

Sometimes you need like 4 animators to do simple stuff like control the entry and exit of a full length animation

mighty steppe
#

@clear yew yea...but ive discovered that you cannot use longer animation that 2 frames for gesture..

#

anyways i gave up doing it.

#

its a waste of time.

clear yew
#

you can do a longer animation with an animator

#

gesture starts the animator

#

animator starts the longer animation

#

@mighty steppe

mighty steppe
#

i know...and i did that...but it doesnt work how it should for gesture...(supported only 2 frames remember? ) or it gets glitchy witch ive experienced that

#

to make the animation visiible how it should be ...i need to make it as an emote... but that doesnt really help..

#

also some one told me that is possible but its more difficult and requires a second avatar for that.

clear yew
#

it being 2 frames doesn't matter, doesn't affect the animation you start with the gesture

#

gesture animates an animator on with 1 value constant between both keyframes, animator will then animate whatever at whatever length

#

and you can have it keep playing and shut off correctly after you release the gesture

#

some effects require a second avatar but only sometimes

#

depends on the animation you are trying to do

mighty steppe
#

just animation..

clear yew
#

?

mighty steppe
#

i only wanted to do a longer animation to open and close wings while using gestures..

#

but its glitchy if i do it in usual way..

clear yew
#

Yeah you can do that seamlessly with gestures but it's a lot to explain

clear yew
#

Hi, I managed to fix the IK but now I have run into another issue. when I move the IK bone up, the leg does not move the way that I want it to, it bends at the side of the knee which i do not want. I want it to bend at the back.

clear yew
#

Nevermind! Figured it out.

copper whale
#

Hey guys, how do I add an animation to two hand gestures? Kinda like how certain avatars have it so that you need to pull out a gun with one gesture and while that one gesture is active, you need to press another to make it fire.

onyx agate
#

have one gesture show the gun and another fire the gun (if the gun is not visible the fire gun animation is not visible (sound still plays though)

#

but i think that can be muted too someway

torn pawn
#

have the shot as child of a gun, where both of them are disabled, one gesture enables weapon, 2nd enables the shot

grim summit
#

Hey if I have multiple FBX files that are identical in armature can I copy the animations from one prefab instance into the new fbx files?

quaint jacinth
#

Looking to add another avatar to pop up as a permanant object when I activate on custom emotes with another emote to disable so I can walk around/away from it. Seen some public avatars do this in game but ??? how to set it up. Any help or links to guides anyone?

The idea is on my Nanachi avatar to activate a custom emote to make Mitty appear that I can walk up to and give head pats/hugs to then deactivate with a cancel emote.

grim summit
#

nvm I got that to work. the only problem I have is that the lip sync does not work 90% of the time and randomly opens the mouth. The eye tracking is working perfectly though

#

anyone seen this issue before and know a solution?

clear yew
#

I am having a really frustrating time posing my avatar. It looks fine now>

#

But when I try to move the left leg IK bone forward and the right leg IK bone back the whole upper body twists and the legs twist too. is there any way to fix this? I don't want the body to twist. I am using blender BTW

muted prairie
#

You probably have to create constraints and restrictions on bone rotations, there's a lot of tutorials on this

wispy cape
#

https://i.imgur.com/EIwt0ic.png
can someone help me figure out why when i change from rock and roll (spawning the gun) to fist (Spawn the shooting part) the gun spawns but the particals wont emit

clear yew
#

This anim is 1 frame too long and I think you are handling the Particle System object incorrectly

#

This animation turns on the Particle System and the gun parent at the same time. What does the other anim do?

wispy cape
#

so

#

i got it to shoot here...

#

but it doesnt work in game

#

i have two animations

#

one that spawns the weapon by its self

#

and the other which should spawn the weapon and the particle emmiter

wispy cape
#

see shoots.. but not ingame

clear yew
#

im having issues with the sinking into the floor thing

#

i did make a 2nd model to create animations on

#

but its transferring over to the original

clear yew
#

@wispy cape your anim is still 1 frame too long and screenshot the other anim

wispy cape
#

i figured it out

#

or

#

st least someone helped me

#

i had it under the gun in the hierarchy

#

and it needed to be a world particals or some thing like that

#

but if you are good at unity it would be cool if you could explain how to add shooting sounds/making the gun glow when i shoot it

#

and how to make it shoot more often with the same burst if three...

#

I’ve been doing it in stages

#

yesterday i got the gun in the game

#

today i got it to shoot

clear yew
#

You just enable other objects with components that do the effect you want

#

Add empty game object

#

Add audio source component to it

#

Animate it on when you want it to play

wispy cape
#

what about...

clear yew
#

Same with light sources and other particle effects

wispy cape
#

well...

#

the gun glows more and more the longer it shoots

#

is that possible?

#

i have a video

#

ok then

clear yew
#

Yeah you could put an animator on the object you enable and have it animate the intensity of whatever effect

#

Animator component, give it an animator controller, put animation inside the animator controller

wispy cape
#

that’s a vid of the gun shooting

#

and how the particles “rev up”

clear yew
#

Who was that dude lol

#

Also

wispy cape
#

idfk

clear yew
#

You can use more particle systems for that

#

Add a delay so they only turn on after a bit

wispy cape
#

ok...

#

well that’s the particles of the glow

#

what about the actual glow

clear yew
#

Particle system has a lights module

#

You can use a point light

wispy cape
#

ok...

#

well

#

i’ll play with it when i feel like it

#

thank you

clear yew
#

good luck. I recommend personal experimentation for sure

wooden rampart
lunar belfry
#

with this

lunar belfry
#

is there a way to transform z coordinates of the model itself in an anim

#

?

#

i would like to move my entire model back so that the view position is at my feet?

wide steppe
#

hey guys

#

I had a longer break

#

and i forgot few things

#

how do i move these animations

#

from the fbx to folder?

torn pawn
#

expand the fbx and ctrl+D when animation selected @wide steppe

wide steppe
#

thx

#

You're a life saver man 😄

wide steppe
torn pawn
#

no clue

wide steppe
#

huh

torn pawn
#

I've used only custom run, no strafes/turns, so I have no clue

wide steppe
#

i mean

#

I'm doing a generic avatar

#

so i need all 8 sides covered

#

to make it work

#

question

#

by using AvatarControllerTemplate

#

I got entire set of animations for almsot evry state of my avatar but the basic ovveride is too simplisting and missing parts

clear yew
#

StrafeRT is used for left too afaik

wide steppe
#

How is it going to mirror a generic type animation 😂

#

especialy when avatar is asymetric

#

@clear yew

clear yew
#

IDK, it doesn't look bad with default animations, given that there is proper left/right for other angles

wide steppe
#

u know generic avatars have no default animations right?

#

generic means nonhumanoid

clear yew
#

The l/r 45 and 135 degree strafing.

#

Yeah but what I'm saying is that your strafeRT can probably look fine regardless of the direction

wide steppe
#

Looking for simeone to discus about generic type avatars

lament prism
#

generic as in, more than two legs or something else like that?

wide steppe
#

as in a ported character from a game

wide steppe
#

NEW ISSUE

#

My animations are not accepted by the animation override

fierce bane
#

@lunar belfry the camera ALWAYS goes straight down from its starting point when going to prone.
If you want the camera at your feet then have that be the center of the model, animate the body backwards from that point instead of straight down like you have it.

#

@wide steppe Generic rigged avatars ignore all override animations as they don't use the humanoid rig that looks at those overrides.
any humanoid model can be set as a humanoid rig (though sometimes you may have to adjust things)

Generic is for anything not-humanoid and you have to animate EVERYTHING yourself in a controller you assign to it. (that means idles, walk directions and speeds, etc)

Generic rigs cannot have gestures, emotes, headtracking, eyetracking, or any other form of IK

wide steppe
#

@fierce bane himeki

#

It's not what i meant by

#

My animations are not accepted by the animation override

#

what i meant was that

#

i could not put animation files into override

fierce bane
#

please just type it all out, no point in sending a partial message

wide steppe
#

it treated them like air

fierce bane
#

are you certain they are animation files and not something else?

wide steppe
#

yup

fierce bane
#

can you give screenshots of what you're trying to put in?

wide steppe
#

want me to stream u my unity?

fierce bane
#

can't do calls right now, and I generally don't unless required

#

and you made a duplicate of the CustomOverrideEmpty controller to put them into?

#

a screenshot of what you're trying to drag them into would help too

wide steppe
#

simple example

fierce bane
#

that's the wrong controller

#

you want the one I mentioned above

#

CustomOverrideEmpty is the one you need, not AvatarControllerTemplate

wide steppe
#

well

#

gues what

#

it worked 2 hrs ago

#

after i saved and closed

#

then laoded it back up

#

it broke

#

and didn't accept animations anymore

#

it's not about controler

fierce bane
#

It's still the wrong controller either way

wide steppe
#

mayby

#

but it worked for me multiple times already

#

i'll try reloading vrc sdk

fierce bane
#

using a pen on a chalkboard might work sometimes, but it's still a bad idea

wide steppe
#

well it worked flawles

#

what i mean by that

#

i had all movment animations on

#

and an emotes set

#

empty override for generics is let's say too empty

fierce bane
#

generic rigs DO NOT have gestures or emotes enabled. You need to set up an entire animation set or it will not have anything you leave out

wide steppe
#

want to bet?

#

join me in vrchat and i prove u wrong

fierce bane
#

a model ported from a game doesn't have to be generic unless it is not a humanoid model (ie 2 arms, 2 legs, torso and head)

wide steppe
#

it have to be generic if u want to use the animation set from that game

fierce bane
#

like what?

wide steppe
#

like entire set of custom walking

#

or idle animations

fierce bane
#

that's what the overrides are for...

wide steppe
#

i don't want to ONLY port the model

#

yes i know

#

BUT the animations from game are only for generic models

#

all of those animations are based on root

#

if u want me to prove u wrong about emotes on generic

#

join me here

wispy cape
wide steppe
wispy cape
#

the particles wont move with him

wide steppe
#

@wispy cape where are your particle's root?

wispy cape
#

root?

#

they particle systems are called 1st 2nd and 3rd stage

#

they are supposed to activate the longer the shooting animation goes on

wide steppe
#

root is where the particle is put on

fierce bane
#

is your gun rigid body outside the armature?

wispy cape
wide steppe
#

where is ur particle component put on?

fierce bane
#

armature->gun rigid->gun safety->gun particles-> particle sets

#

Sythe, are your particles set as world simulation or local simulation?

#

does your "gun rigid body" have a fixed joint with an assigned rigid body from the armature? (probably the wrist)

wispy cape
#

bullets is world

#

particles are local

#

and yes it does have a fixed joint

fierce bane
#

and the wrist rigid has all constraints checked, correct?

#

wait...that image is different from the last you sent...that has the gun rigid ON the wrist

wispy cape
#

yea i changed it

fierce bane
#

if you want world particles to work correctly with rigids the fixed joint for the gun should be outside the armature instead of on the wrist.
The rigid body on the wrist tells it where it should be attached to.

#

or you can have everything but the world particles under the wrist (so the gun and local particles)
And have the gun firing use the fixed joint (outside armature) and aligned to fire from the muzzle

#

RightHand-Fixed being the fixed joint, Magic is just an empty object to keep things neat, not required

wide steppe
#

@fierce bane proof of emotes working on generic also that this override works for generics

#

Also i solved my issue

#

I was still used to change animmation settings into legacy loop

#

instead of the new type of loop

#

and animator rejected animations with legacy settings

fierce bane
#

Totally possible there was a change I'm unaware of that allows it to work.
I still see a visually-humanoid avatar that you are stating is generic though without showing the rigging settings.

#

and yeah, legacy animations don't work at all in vrchat anymore

#

good to know it rejects them completely though

wide steppe
#

here is ur rig

fierce bane
#

that's not rigging settings, that's hierarchy

wide steppe
fierce bane
#

what's the setup on your avatar's top level?

wide steppe
#

what u mean?

fierce bane
#

select the top level of the avatar in the hierarchy, the one with the avatar descriptor in it.
The animator settings are the part I'm curious about

wide steppe
#

i simply put animator override

#

into animator

#

that way it works

#

and is not ignored

#

😄

fierce bane
#

huh...that didn't used to work, maybe I missed something in an update

wide steppe
#

it works since hmm

#

before they changed the version of working unity

wispy cape
#

how would i go about making my gun rev up as i shoot it?... aka more particles coming out of it as it shoots

fierce bane
#

just more particles the longer you fire?

wispy cape
#

yes

wide steppe
#

also

#

animation is there to fix the position cos for some reason it rotates the avatar in vrchat

fierce bane
#

@wispy cape you could do an animation that enables more particle systems as it goes on.
Or if you only want it to fire for a set amount of time, you could use a curve emission value on a single particle system and have the duration set to however long you want it to fire for before resetting (if using loop), or a 0 ending curve so it stops till you release and hit the key again

wispy cape
#

so

#

if in the animation

#

say...

#

a minute in i enable the second partivle emmityer

#

when it loops back,

#

will it disable it?

fierce bane
#

if the animator is disabled, or the animation is set to loop, then when it hits the start again it'd return to the starting state

wispy cape
#

ok

#

so i need start delay

fierce bane
#

be aware that you cannot have a gesture animation longer than 2 frames (0:00 and 0:01 keyframes only)

wispy cape
fierce bane
#

a start delay would allow you to hit one key and have the 3 particle systems enable at different times, that's also an option, yes

#

if you want it all on that one gesture, then yes, use start delay

#

enable all 3 particle systems at the same time and have start delays set for however long you want them to wait before activating

wispy cape
#

okj

fierce bane
#

the other option is to use a single system with a ramping emission rate

wispy cape
#

i want the particles in diffrent places

fierce bane
#

then yes, multiple systems as you have it

#

just be aware that if you don't have a ramping emission rate on the 2nd/3rd systems they'll kick in at full emission values
So there will be a clear division of stages (which might be what you want anyway)

wide steppe
#

btw

#

is there a way

#

to have seperate strafe right and left?

fierce bane
#

if you edit the controller, yes

#

actually...I think the override has that built in

wide steppe
#

it have only strafe right

#

Btw i noticed that my older humanoid avatar with dynamic bones on the tail broke

fierce bane
#

likely in the safety settings, dynamic bones was extremely supressed by default a few updates back

#

if you disable the setting there it may work normally

wide steppe
#

turned safety off

#

still not fixed

fierce bane
#

top right setting in safety menu

#

performance options or something like that

wide steppe
#

oh there is performance settings

fierce bane
#

and yes you were correct, default settings has strafe right the mirror of strafe left

#

you'd have to adjust the controller to make it work

#

select animator, select locomotion layer, doubleclick the "StandingHeight" blend tree and go to the "StandingLocomotion" section

dusty viper
#

hey anyone have a gmod default dance file?

wide steppe
#

Himeki

#

can i setup the animator controler manually without the overides?

#

lake to put all the animations on the layer?

fierce bane
#

that is normally how you set up generic avatars yes

wide steppe
#

hmm

fierce bane
#

I haven't messed with generics in quite some time due to lack of a need to
I don't know if it'll mess up how you're currently using it (with emotes/gestures)

wide steppe
#

what i was thinking is

#

i have 1 base idle

#

and 3 variants

#

i want to make it so for the most part it would play base idle

#

and from time to time use a variant

wispy cape
#

so

#

it works in unity

#

but not in game

fierce bane
#

what exactly does it do in game?

wispy cape
#

the world particles are spawning in the ground and in the wrong direction... local particles work perfectly

fierce bane
#

that's what I was trying to explain with world particles and fixed joints

#

the world particles must be outside the armature and the fixed joint above them targeting the place it needs to be (the rigid body) in the armature (wrist or gun in this case)

wispy cape
#

so

fierce bane
#

everything that isn't a world particle can be inside the armature if you want without issues

wispy cape
#

keep the local ones

#

inside the right wrist

#

but move the world, to outside with the gun rigid body

fierce bane
#

with the way you currently have it set up, you have a gun rigid body with a fixed joint on it (last I saw)
The fixed joint doesn't need to be there at all as it is naturally attached to its parent, the wrist.

You can place a fixed joint outside the armature where you had the gun setup originally and attach it to a rigid body inside the wrist/gun
Then place the world particle under that.

#

there's no reason to move the gun outside the wrist unless you really want to (it'd be a bit behind your IK if you did though)

wispy cape
#

ok

fierce bane
#

you can always use an empty object between the fixed joint and the particles if you want an easy way to prevent it from activating without the gun (if you have something that enables the gun, and a trigger to fire the gun for example)

wispy cape
#

so this is fine?

fierce bane
#

Should be set up correctly, yes

Though if the gun isn't in the wrist it may lag behind your hand a little, so be aware of that

wispy cape
#

it is in my wrist

fierce bane
#

oh I assumed the gun rigid was the actual gun since I didn't see mention elsewhere

wispy cape
#

no

#

outbreak prime is

#

its the name of the gun

fierce bane
#

then yeah, it should move smoothly with you and the particles might lag slightly behind (much less noticeable)

wispy cape
#

lets hope this works

fierce bane
#

and you put a start delay on your stages correct?

wispy cape
#

yea

#

that was working in my initial test where the stuff was in the floor

fierce bane
#

should work then

#

make sure any animations you do are on a duplicate of the avatar and not the original

wispy cape
#

oof

fierce bane
#

that'll prevent the actual avatar from going into the ground 😛

wispy cape
#

i havent been doing that

fierce bane
#

check the pins at the top right, there's a guide to fix it

wide steppe
#

uhm himeki got a question

#

it seems i can't use animation component anymore

wispy cape
#

it isnt that big of a deal yet... i havent had it happen

wide steppe
#

how would u add an animation to play durring other animations now/??

#

Basicly the animation will be a single frame animation to rotate the avatar to correct direction

fierce bane
#

you do not need to keep duplicates after you make your animation (though you can for ease of editing)
you can always re-duplicate and drag an animation onto a duplicate to edit it if you want. (reduced file size for your local files)

#

@wide steppe if you're editing that generic avatar you can just make a new layer with it always active

wide steppe
#

oh

#

btw

#

is there a way to extend the overide file?

#

i mean to make it so it will work the way i planed it to?

#

so i could use it my future ports?

#

for example add a slot for strafe left

fierce bane
#

a slot for strafe left would just be replacing two of the strafe right with a different animation slot that I mentioned before

wide steppe
#

still new to playing arround with the animator

fierce bane
#

technically speaking you could change a lot of it, but you couldn't add more gestures or emotes for example

wide steppe
#

actually yes you can but is kinda complicated

#

i already made a system to increase the amount of gestures

#

there are 2 types

fierce bane
#

locomotion layer in that controller, double click StandingHeight

wide steppe
#

1st easy one is combinations

#

2nd is rotation

fierce bane
#

I'm talking about adding actual gestures/emotes, not toggling more to use with the same gestures

#

like adding slots in

wide steppe
#

i see

#

you mean like more inputs from controler

fierce bane
#

like you have 8 emotes, you couldn't bring that up to 10 emotes in game

wispy cape
#

ok... so how can i make the red part of this gun glow when it shoots its burst of bullets...

wide steppe
#

sythe

fierce bane
#

while you can use workarounds to toggle between different sets, you can't actually add slots etc

wispy cape
#

wassup west?

wide steppe
#

either use light source or cut part of the model enlarge it by 0.1 %

fierce bane
#

@wispy cape glow is determined by emission mapping, you would have to scale up the emission timed with the shots

wide steppe
#

align both

#

then use an animation that would change the transparency of it

fierce bane
#

light is different from glow

wide steppe
#

hmmm

fierce bane
#

light produces actual light where as glow comes from an emission map that makes it "APPEAR" to have light (Like glowing eyes in the darkness for example as opposed to a lantern)

wispy cape
#

so i use a particle system again?

fierce bane
#

no that's something on the materials of the gun itself

wispy cape
#

oh

#

so i have to do that in blender...?

fierce bane
#

you need a shader with an emission map slot
An emission map is pure black except for the sections you want to glow
And then you'd also need a slider or scale of some kind for the amount of emission, so that you can edit that value in an animation to have it ramp up when you want

wispy cape
#

this is the like

fierce bane
wispy cape
#

texture for the gun, my other friend is telling me i have to re map like all the polys or some shit

fierce bane
#

you copy the normal texture, then black out all the parts you don't want to glow

#

then you assign that new "emission map texture" to the emission map slot in a shader that has it

#

nothing for what you need has to be done in blender

#

it is however a bit more complicated >.>

wispy cape
#

not even the making of the texture thing?

fierce bane
#

textures are made in an image editing program like photoshop

#

not in a 3dmodeling program like blender

wispy cape
#

ok, so i legit just...edit the picture

fierce bane
#

edit a duplicate of the picture yes

wispy cape
#

ok

#

i dont have to worry about the mapping?

fierce bane
#

you also need to have a shader with an emission map slot

#

no you do not need to re-map UVs in blender for an emission map

wispy cape
#

ok

fierce bane
#

it will use the same as the current texture

#

but will overlay it with a glow effect

wispy cape
#

ok

#

do u have a said shader i could use?

fierce bane
#

if you want the glow to ramp up instead of just turn on, you'll need to make an animation and an animation controller as well as slot those into an Animator on the gun (I'd highly recommend making it ON the gun so you don't have to edit paths later)

#

what are you using for your avatar shader?

wispy cape
#

uh'

#

idk

wide steppe
#

Probably a standard?

wispy cape
wide steppe
#

Sythe select ur gun's material

wispy cape
fierce bane
#

select a material for your avatar and check the shader at the top

wide steppe
#

And show us ur inspector

fierce bane
#

the gun should be using a similar shader so it doesn't look out of place

#

I mean...unless you're pulling it from another universe or something else where it should look out of place that is

wispy cape
fierce bane
#

poiyomi has an emission map built in, look at the bottom on the right in that first image

wispy cape
#

yea i saw that

#

so i can use that?

wide steppe
#

which is better poiomi or cubed paradox?

wispy cape
#

it wont let me edit the shader on the gun material

balmy orbit
#

doesnt look like theres a transparency value he can edit

#

for the animation

fierce bane
#

he'd use the emission alpha value for it

#

or the emission color ramping from black to white to have it glow

wispy cape
#

re

balmy orbit
#

maybe there is lol idk

#

does poiyomi have one

fierce bane
#

all you need is the emission color, you'd set it to black by default, then scale it up to white to make the emission kick in

#

full black emission doesn't show up at all, full white goes to full power based on the emission map

wispy cape
#

so how do i actually tie the glowing to the shooting

wide steppe
#

still not coping with me

#

should rotate it by -90 on x

fierce bane
#

@wispy cape there's no way to tie the map to the shooting directly.
You need an animation that increases the value as time goes on, timed with your shooting

wide steppe
#

but it does not

wispy cape
#

so i cant turn the glowing on and off with the guesture?

fierce bane
#

you could go from no glow to full glow with a gesture

#

but you wouldn't pulse the glow with each shot, or increase the glow as time went on that way

#

Not sure exactly what you want to do

wispy cape
#

only glow when shooting

#

it shoots a burst of 3 bullets

fierce bane
#

just enable the glow when you're shooting?

wide steppe
#

so himeki any idea why the layer did not aply?

wispy cape
#

yes, and maybe ramp up in 3 stages like the particles

fierce bane
#

if you want it to ramp up you need a longer animation that gets activated by that gesture that starts it

#

so you'd enable an animator with an animation set to do exactly that at specific times

wispy cape
wide steppe
#

I kinda feel ignored :/

wispy cape
#

oof

fierce bane
#

@balmy orbit for info on adjusting emission based on the color you set. Transparency can make it easier, but a simple shift from black to white will allow the emission to kick in (or a slow ramp to fade up)

#

sorry @wide steppe , can you screenshot the controller setup?

wide steppe
#

rest is the normal controler

#

evrything works except this new layer does not aply itself

#

i moved the new layer up

#

it looks like

#

it colides with the main layer

fierce bane
#

the fix animation isn't set as legacy is it?

wide steppe
#

it is normal animation

fierce bane
#

pull up your animation for me and check the path of the components in it

#

best guess is the path is off because it used to be a legacy animation

wide steppe
#

it's only the rotation of the root

#

wait what path?

fierce bane
#

the path the animation uses to know what to adjust

wide steppe
#

uh..

fierce bane
#

if you click the component and hit F2 it'll go into edit mode for the path

#

are you rotating the avatar or the armature root or where exactly?

wide steppe
fierce bane
#

I would suggest trying to delete the world Root and see if it works properly

#

that may be all you need

wide steppe
#

i mean it animates

#

when i put fix

#

on top layer

#

but then idle is not working

wispy cape
fierce bane
#

gah...haven't touched this in a while...
I think it was either the weight or the blending...

wispy cape
#

okie guysss

fierce bane
#

@wispy cape er...did you white out all the red parts?

wispy cape
#

my frind did

fierce bane
#

that'll give you a washed out look to the glow and you'll need to specify the color in the shader instead of using what was already there

#

it'll work, it's just better in most cases to only black out the parts you don't want to glow

wispy cape
#

red = glow

fierce bane
#

instead of going from black to white for the animation you'll want to go from black to red (or whatever color you want it to glow with)

wispy cape
#

we whited out everything that wasnt red

#

whats wrong?

fierce bane
#

I don't see any red in that image, only black and white

wispy cape
#

also how do i change the shader? it wont let me click there

fierce bane
#

the glowy parts should be left the color they are, anything that should glow is turned black

wispy cape
#

oh

#

ok

fierce bane
#

it'll work with the glowy parts whited out, it'll just be a bit different setup and takes more work to get it to be the same color

#

select the model of your gun

#

click the "materials" tab

wispy cape
#

mhm

#

mhm

fierce bane
#

then select "use External Materials (Legacy)"

#

you can also just duplicate the existing materials and override them in that menu instead of setting it to external

wispy cape
#

wha

fierce bane
#

no, select the model file itself (in your assets), not the one in the scene

wispy cape
fierce bane
#

you can either extract the materials, edit them, and set them as the override

#

or you can go to "localion" and change it to "use external materials (legacy)"

wispy cape
#

which shader should i use

fierce bane
#

use the same as your avatar is, poiyomi something

#

otherwise the gun may look out of place depending on world and lighting

wispy cape
#

cutout

#

hm

fierce bane
#

and then apply the texture where it should be, and set the emission map in it's slot as well

wispy cape
#

oh

#

nvm

fierce bane
#

might have removed too much of it

wispy cape
#

im stupid

#

did it on the trigger mesh

#

thing

#

aha

fierce bane
#

there you go, now the default state would be set to full black on the emission color
And then in your animation you'd change that state up to what you currently have it at either in stages or over time, depending on what you want to do

wispy cape
#

i think i just want to toggle it on or off, like ... have it compleltly off when not shooting, then having it pulse when im shooting

wide steppe
#

Haneki

#

I made it kinda arround

#

I injected the fix in evry single animation i use

#

It works but it's a pain to do in those hevy animations

#

each loads good 30s before i can edit it :/

fierce bane
#

@wispy cape Then you can either do a material swap, or change the emission color value with the gesture

#

a material swap would have one with emission and one without. Have the one without on by default, and swap to the emission one with the gesture

trim violet
#

Has anyone messed with Skinned Mesh Renderer tricks? Trying to figure how to set up a simple tiny low poly mesh that acts as the base and Main model is on the side as I know VRC does not like you disabling your mesh renderer

#

I know there are shader tricks which most people use, but trying to use this as a way to swap out animation avatars

wispy cape
#

how do i get rid of the extra second

woeful burrow
#

So for facial expression animations, if I wanted one to be set for a finger point I would need to set each piece of the hand in there from the animator?

dull wedge
#

My eyebrows have gotten stuck in this position, despite all the values being 0. I have no idea how I should fix this.

clear yew
#

try to relax 4head

strange elk
#

Ok, so I got an idea for an animation, but I'm not sure what the best way to do it is.

I want to try and do the one handed pump action shotgun reload where you throw the gun in the air, catch it and pump it, then throw it again catching it ready to fire.

The thing I'm unsure of is if it should be a regular animation, or if I should use meshparticles in world space so it won't move in midair if I move my hand.
Or if there is some other way of doing it

clear yew
#

if its in world space then the catch will look weird, unless you actually catch it

#

which is possible tbh but it gets elaborate to make quickly

#

that sequence of moves seems like it would mostly depend on you acting out the correct movements

#

which means in my opinion you want the animation progress to depend on a successful interaction

#

which makes things even harder to build

#

otherwise you could do stuff like

#

throw it up in world space then T-pose, and the animation carries on like normal like you actually did the right thing

#

which looks weird

lunar belfry
#

@fierce bane i animated the body to the back but it still centers it in-game.. i view the animation and it says that the center of it is at my feet but once i go in-game it puts the camera at the same position

#

could it be that the camera offsets downwards based on the character's head?

paper kraken
#

I asking for help cuz whenever i set my particles to world, the particles spazing out everywhere instead directly looking forward

#

how can I fix this?

clear yew
#

are the particle systems in the armature?

paper kraken
#

yep

#

@clear yew

clear yew
#

world particles in the armature break

paper kraken
#

so what should I do?

#

without breaking them

paper kraken
#

alright thanks

clear yew
#

guys im trying to change my size on an animation and it does rescale and i added the vrc view point to the animation but the view point dont scale with the charicter on the animation am i doing it wrong

#

or is this impossible

tacit axle
#

I think that's not possible. it is possible to make a sitting idle animation that moves the character (and its actual view point) to sit on the seat instead of in the seat, but there's not exactly a way to become akin to antman.

clear yew
#

well that sucks

#

oh well i suppose i either change the way i do it or i stay where i am and animate it from where i am

#

which means bending over

#

lol

lament prism
#

I added a surface sprite sheet so that I can make a GIF. I want to add sound to it, but I just ran into a problem where the GIF keeps replaying and doesn't reset everytime the gesture animation starts, leaving the audio out of sync with the GIF.
Is there any way to have the gif start at frame 1 every time you use the gesture animation, instead of it replaying all the time?

tacit axle
#

is the objects' mesh rendering being used to make it invisible? try disabling the entire object by default, then enabling it with the gesture instead of turning off the mesh rendering

lament prism
#

No I was already doing that actually.

tacit axle
#

ah

#

🤔

lament prism
#

It could be that?

#

I don't really know what that does so..

tacit axle
#

🤷

lament prism
#

Bummer

fierce bane
#

@lunar belfry make sure you're not just moving the body around for the animation, and are using the animator settings (muscle settings) to do it.
It could also be the IK kicking in and centering the model around you based on the camera settings, I'm not sure exactly how that would work.
But the camera definitely doesn't center based on the head, or else desktop prone wouldn't shove the camera into the hips >.>

trim violet
#

Hey has anyone messed with using Skinned Mesh Renderer swaps? I know you can disable it as long there's another renderable object, but I want to know if it's possible to swap to one when the object is turned off when uploading to VRC, it seems unless VRC sees the renderer, it ain't gonna be going through. So wanted to see if anyone had some insight

umbral hill
umbral hill
#

i have no idea but what happens is that when i press on the add property it show up a little tab and when i try to get to the place i need it close for no reason i have ask so many people how to fix it and no one has had this happen to them

umbral hill
#

@graceful gulch ?

#

but that does not help me with this issue

#

why

lunar belfry
#

@fierce bane i tried both animator settings (using muscle animator) and pos transform in animation, none of them work

#

not sure how to proceed from here on

wispy cape
#

is it possible to add colliders or something to particles so they spawn another particle when they run into a wall or another person?

lunar pasture
#

yes

trim violet
#

@umbral hill I would restart unity or make sure the controller the animation is in is set. Only reason why I would think the animation couldnt see any child objects.

tough cargo
#

Best way to make a gun shooting particles?

#

that was english, i promise.

stark trail
#

sure >u>

#

izi way is to just add it in unity, make the gun a working prop, then keyframe a gesture for the particle system

#

remember to use rigid bodies if u plan on having world particles

#

the best way (the optimized way) is to add the gun in blender beforehand, merging the meshes together and turning it into a shapekey

tough cargo
#

Alrighty, thanks.

sharp wave
#

So I need a lot of help because VRC doesn't allow the rotation C# script for the rotating armbands people use I can't do rotation because when I try to make an animation its scuffed and idk why

gray jasper
#

Is there just a point where it stops?

fierce bane
#

@sharp wave you can either use an animation that simply does a full rotation of a mesh using keyframes
Or you can make a mesh particle and use rotation over lifetime to do the same thing

#

personally I find a particle easier as you only need to set the mesh render mode, the material, and the speed/lifetime

simple spire
#

I just had a thought about animations and triggering then through gestures. I'd they are normally toggled using the f keys, couldn't you theoretically have more animation triggers using the F keys beyond F12

#

As in, use the keys F13-f24 for more triggers?

slim sparrow
#

No, because the game isn't made for that

#

You can only go up to F8 anyway

#

They're emulations for the hand gestures used in VR

brittle granite
#

@simple spire this guy desktops.

blazing lark
#

i need someone to make a peter griffin meme dance for me

#

msg me if can

narrow kettle
#

Have you tried mixamo?

#

I only some experience with animation. Most of experience was just animating low poly models.

trim violet
#

@slim sparrow I mean couldn't VRC differentiate the blend shapes between each hand in the Avatar Controller? I figure they have to remaking or updating the system for Index, or cobble something together, but would be interesting if we had hand specific overrides giving us more options for gestures and whatnot. So like say 14

#

Not right now but in the future

clear yew
#

never got a straight answer from anyone about them not doing the left/right split thing

#

i only ever get a vague allusion to a future system that thinks about a different UX direction

#

and so common sense improvements to the current one are not a priority

slim sparrow
#

^

#

Maintaining backwards compatibility isn't the easiest thing in the world though

#

That's why I generally pushed for a new addition (custom controllers) instead

trim violet
#

Aye That would be the best stop gap but figured there were sdk reasons for not being able to swap controllers. Because I thought the controllers would be tied to the server code or the logic for movement in some form.

#

Wonder what they might do since tracking index hand data and whatnot. I figured it'd be limited and not complete but yeah

lunar pasture
#

Hey

#

I'm a bit rusty with gestures, can someone just check my thinking?

#

just working with the fist gesture, I want it to be a binary switch, so i should just be able to put the off state at 00 and the on state at 01, yeah?

clear yew
#

fist is analog on oculus, and it also acts like a toggle because it doesn't write defaults correctly, so it weird

#

but generally, your starting and ending keyframes should be the same value

#

because gesture overrides will loop that starting and ending keyframe

#

so 0:00 and 0:01 both on

#

and when you release the gesture it will return to default off

#

unless it's fist. merely releasing fist doesn't write defaults

#

to write defaults after using fist you must use another gesture

lunar pasture
#

ok, so what I'm trying to do is turn one mesh off and one mesh on at 00 and vice versa on 01, but it doesn't seem to trigger it

clear yew
#

is.active 0 on first mesh, for both keyframes 0:00 and 0:01

#

is.active 1 on second mesh, for both keyframes

#

should work

lunar pasture
#

ooh, so both frames of the animation should be the 'alternate state' that i wanna trigger with the gesture?

clear yew
#

yes. for each property you are animating, if it's a gesture override, the starting and ending keyframes must be at 0:00 and 0:01 and they should be a constant value

lunar pasture
#

awesome, don't know how I every accidentally got things to work in the past then lmao

clear yew
#

fist is special case, if you were using that

#

generally i dont recommend using fist for things

lunar pasture
#

yeah maybe you're right, it's funny for resizing boobs tho lol

clear yew
#

yeah that is true

#

fist doesn't need to have constant value for the keyframes

#

can follow curve between values with the analog input

lunar pasture
#

I love coming here, just as you think you're finishing you create yourself another set of problems lmao 😄

clear yew
#

So i have expressions where my eyes are closed, problem comes in when the avatar is blinking, making the eyes kinda melt into the cheeks.

clear yew
#

Does anybody have any advice for animation overrides requiring 2 gestures?

undone glade
#

Simply make sure each one is active separately really.

#

Sort of think of it like a switch. Game object B is only active when Game object A is on.

wide steppe
#

Hello I would like to ask if anybody knows a way to convert generic [human like model] animation to humanoid animation?

muted prairie
#

Is the armature of the animated model humanoid ?

broken yew
#

how do you make something grow in size using animation?

#

cant figure it out lol

clear yew
#

animate scale transform

hollow perch
#

@wide steppe if you have the animation as an original fbx, changing the rig to humanoid should get you a nice humanoid animation.

If the animation is already in unity format and you do not have the original fbx , your best bet is to export it out of unity so that it can be reimported. This is a tool that can do this: https://github.com/newyellow/Unity-Runtime-Animation-Recorder

#

Once you have the fbx file, follow the rest of the answer that IgbarVonSquid helpfully posted right after your question in #development-advanced

#

(Just to be clear, this process involves generating a second throwaway fbx file which will have a copy of your model and an animation on it. After you have rigged it as humanoid, you can duplicate the animation in unity

steel inlet
#

is there a way to get the hand to wrap around the sword without having to buy a $15 addon?

fierce bane
#

@steel inlet yes, Muscle Animation Editor just makes it EASIER on you, it's not required.
Use the Animator component settings like Animator.Right Hand.Index.1 Stretched properties in the animation.

#

Animator properties will adjust the fingers properly for a humanoid rig, sadly you can't just rotate the bones for humanoid rigs.

wide steppe
#

what would be recomended settigns for soundbits?

#

Basicly like an emote saying hi etc I want it to be on short distance so they would be kinda directedto ppl close to me rather than whole world

trim violet
#

Typically just think world Space

#

So like if you want it to in front of you, position it like so onthe main model

fierce bane
#

@wide steppe with Unity, 1 unit is 1 meter. So think of it that way and take into account the falloff distance

lunar belfry
#

can running animation be set with a cycle offset so the startup portion of the custom animation plays at the start and the rest of the animation loops?

lunar belfry
#

ok i just tried it didnt work thanks

clear yew
#

did they change something while i was gone

#

making animations on dupe models

#

but the sinking into floor effect

#

is happening when i put them into the override for the main model

clear yew
#

hellooo, it's me again
how might I be able to set up gesture based animations?
the models I'm using have a lot of facial shapekeys and I'd like to get a use out of them by setting up expressions for them to have
if anyone here knows of any tutorials or guides, that would be pretty sweet
(I'm talking about the animations you can set up whenever you press Shift+F1-F8)

#

I think I've found a good one, I'll come here if I have any questions

clear yew
#

if I make an animation file that changes only the face, do I have to worry about the hand or does that not change unless I directly change it?

#

I'd like to keep the default hand animations in, if I can
I just want to animate the face

#

actually, I could just check myself

clear yew
#

is there a way to make a looping three burst particle system for a gun?

clear yew
spring nova
#

Yeah, just use bursts instead of emission over time. One burst at 0, another burst after a quarter second or so, etc. And then you want to time the duration of the particle system to be one burst plus the delay between bursts, so that it loops over and does the next one immediately after

fierce bane
#

@clear yew there's a component somewhere on the avatar that isn't used in VRChat (or is blacklisted) and so it's telling you it'll get removed, potentially breaking something (usually a script or something on a prefab youimported)

lunar pasture
#

I need an adult

compact rain
#

has anyone figured out how to apply a flying aspect to avatars, i know the theory but am unable to apply it to my avatar

quasi hinge
#

Box Collider under you and done

compact rain
#

i presume the box is bound to the world

#

or is it simply thown in by just putting it under your foot

fringe junco
#

Nice way of saying that

clear yew
#

@fierce bane thanks

clear yew
#

@spring nova I don't really know what values would be good for "time" "count" "cycles" and "interval" for a looping three particle burst you got any good values i could use?

fierce bane
#

@clear yew if it's a 3 round burst rifle, you'd want 3 separate bursts with no cycles or interval and a count of 1
While a shotgun for example would want a higher count for the buckshot's spread instead.

Time: How long after the start of the emitter does it do this burst
Count: How many particles for this burst
Cycles: How many times does this specific burst repeat
Interval: Delay before the next cycle of this burst starts

#

so from phasedragon's suggestion before you'd have 3 separate bursts. One at 0, one at 0.25, and one at 0.5
all 3 would have a count and cycle of 1
Or you could have one burst set to 3 cycles and 1 count with an interval of 0.25
You may want less of a delay though for a 3 round burst...maybe 0.15 for a faster grouping

clear yew
#

Thanks alot to both of you, i will try it out vrclike

junior python
#

does anyone have a chart that lists out what each slot in the animation override controller does? im a bit confused about which slots do what.

#

i mean, if noone does, ited just be helpful to know where the sitting anim is,

muted prairie
#

They're all doing something, and the names should be there too

fierce bane
#

@junior python Sitting and standing are separate overrides
Idle pose is what you need for sitting in general, just make sure it's a separate override controller

quaint jacinth
#

So I FINALLY have an edit of Lexidoll's Nanachi through blender ready to go, my question is there a way to copy the animations from LExi's VRCMod's version of the avatar to my mine (ears flopping down, blush gesture, etc) or do I have to make them all over from scratch?

fresh bough
#

if i wanted to add particles raining down on me where could i put particle system on so when i rotate it doesn't rotate with the way i'm facing?

fierce bane
#

the emitter will always rotate with you unless it's anchored in the world.
If you don't want the falling particles themselves to rotate you can set them to world simulation instead of local and they'll keep position/rotation based on world instead of your avatar

#

then they'll move independent of you once created by the emitter

torn pawn
#

@fresh bough put it outside of armature

#

then it won't rotate with you

#

well, you have to have it set to world particles, and alignment not to local

fresh bough
#

i see ty

#

how do i set it to world particles?

fierce bane
#

simulation in the top section

fresh bough
#

sim space?

fierce bane
#

yes

fresh bough
#

where do i find alignment

fierce bane
#

render settings, by default it'll be "view"

fresh bough
#

so for it can i change it to whatever or also as world too

#

not local

fierce bane
#

depends on your particles, for most "view" is fine, as it is based on the camera looking at it. If however it has a proper "up" side to it or something like that, then you'd need to adjust it

fresh bough
#

well the way i have it as is the particles are raining down

fierce bane
#

you said that, yes. But it's what the particles look like that matters for that...like I said, for most "view" is fine. If you are using a mesh particle then view wouldn't be what you want, or some other similar cases

fresh bough
#

alright ty

trim violet
#

I was wondering, could you put a property into the Anim file that could act as a parameter or even simple c#? Technically the Animator runs whatever is in the Anim file right?

atomic dove
#

Can anyone help me please, i'm new with animations and i'm trying to make animations which shrinks people when they sit on a chair. I'm just editing a prefab sit pose but it has no effect in game, avatars keep the same size. Thanks!

paper crypt
#

How the hell do i make two step animations, im so fucking lost as to how to make this work.

fierce bane
#

@paper crypt Set up parenting. Anything that is disabled also disables any child of it.
So both would be disabled by default and enabled by the gesture animations

   |- Second step (Right pad Left)```
#

@atomic dove remember that the path is important, so if you take a default sit pose from an avatar and put it on a seat it won't work properly (you'd have to re-target the paths of the components by selecting them and hitting F2 in the animation pane, or editing the .anim file as text)

paper crypt
#

@fierce bane how would that make it so i need to do two gestures to do the animation?

fierce bane
#

if both are disabled and you enable only the first one, the second is still disabled and so doesn't activate

#

if you enable only the second one, it also won't activate (because the parent is disabled, making it still disabled even though you enabled it)

paper crypt
#

so i would still need to take up 2 gesture slots in the animation controller override?

#

@fierce bane

fierce bane
#

yes

paper crypt
#

fuck, im trying to avoid that

#

theres gotta be a way

fierce bane
#

you can have the enable gesture disable other animations and have a few that just enable others shrug

#

we can't have custom humanoid controllers still, so we can't set them up differently than VRChat is currently designed

#

so there's no "if doing two gestures, disable what they normally do and do this instead"

paper crypt
#

and hoping that devs make it so each hand can be assigned separately is a long shot

cursive token
#

I added blinking animation to my avatar and it works, however one of the eyes randomly blinks on its own from time to time

paper crypt
#

make sure the values for the blend shapes match up all the way through the animation. (im assuming you're using left and right eyelid blend shapes.)

fierce bane
#

also make certain that the 4 blink shapes are the first in the list if using the default blink system. And if not, that they exist but are blank

cursive token
#

I'm just using one blend shape to do blinking

#

And I made sure the values match up too

#

There are no issues in Unity, only in VRC

fierce bane
#

you still NEED to have all 4 at the top whether they're in use or not

#

even if one "blink" and the two lower lids are blank, they all need to be there.
The top 4 are used for blink, so if you have one missing something else will activate

atomic dove
#

@fierce bane Thanks you for your answer, i still haven't been able to figure it out. The custom sitting animation is already working, it just won't change the scale even if i put it on the animation. I have been working in Unity for only 2 weeks i don't get all the concepts

#

maybe i'm using the wrong "property"? I tried with everything that said "Scale"

clear yew
#

@paper crypt what are you trying to do? It reads like you want to do a combo gesture with only one override

fallen crypt
#

Hey guys, do extra bones still animates when you move your avatar? Well, like walking, in humanoid rig. Back then I couldn't do it with my centaur >A<

#

Ping me when you got the answer

slim sparrow
#

Nope you can't. @fallen crypt

#

You can only move humanoid rigged bones

#

"Extra" bones don't work

fallen crypt
#

Damn it... they still haven't add the feature yet? :/

slim sparrow
fallen crypt
#

Anyway, how can I get the generic avatar attached to humanoid rig to move?

#

I seen some people get to "summon a wolf" or a Persona, but yeah, they do not move when you walk your humanoid

#

Hmmmmm alright, ty @slim sparrow

slim sparrow
#

You basically can't

fallen crypt
#

Hey guys, I forgot which hand gestures are which part of the keyboard keybinds. E.g. Victory = Shift + F2?

pliant plank
#

@fallen crypt

fallen crypt
#

Ty

fallen crypt
#

Is there a tutorial to animate humanoid in 2017.4.15f1? Seems my old Muscle Editor asset isn't working on the new one now. Also, how I get my humanoid using the made humanoid anims found in Unity asset store?

#

DM me if you got the answer, I am heading to bed

slim sparrow
#

Update muscle animation editor from the asset store @fallen crypt

hollow helm
#

Anyone know how animations work in Vr? My keyframes are not working with my animation

snow sparrow
#

This should be a simple question to answer, but I'm not finding it in my Google searches: What is the method to change the names of Emotes as they appear in the VRC interface? Changing the animation is perfectly easy.

lavish scaffold
#

I think all you have to do is change the name of the animation 🤔 But you cant change the default ones, like "wave"

snow sparrow
#

Oh! Look at that. You're right!

#

Thanks!

#

I've seen avatars that have Emotes that act as toggles. For example: an emote that allows users to toggle a finger pen. How is this set up? I have the emote set up to activate a small particle effect, but I'd like this particle to persist without the user having to worry about it.

#

While at the same allowing them to activate it and deactivate it at will.

#

Having a particle tied to a hand gesture is nice and all, but they have to be mindfully holding down that gesture in order for it to work. I'd like them to be able to active it through an emote and then be able to perform normal actions while the particle does its thing

#

I have an emote activating the particle, but it only lasts for as long as the duration of the emote and, what's more, it breaks the rest of my avatar for those few frames since the only thing happening during this animation is the enable/disable

#

Which shouldn't be a problem. I'll just copy the Idle animation's keyframes and add the enable on top of it.

#

But it's the toggling function that I'm struggling to figure out

snow sparrow
#

Ooooh. I'll check this out!

fierce bane
#

@fallen crypt technically I think you could used fixed joint/rigid body to move another limb the same way as your humanoid bones (rigid on front left leg and fixed on back right for example for the centaur mentioned)
However it may look weird in certain poses...also it's a lot of setup and physics objects add up to cause more lag, and can rarely desync

#

I think Final IK (paid asset) can also be used to override and make the legs follow your actual ones, though I've personally never used it, so can't help there.

fallen crypt
#

@fierce bane Tried it before but it doesn't work, but I already used another way around, shapekeys

fierce bane
#

that's a lot better on performance anyway

fallen crypt
#

Oodly those have dynamic bones off ingame cannot see my hindlegs move 🤔

#

They're shapekeys, dunno why

fierce bane
#

that's...weird...shapekeys shouldn't be affected by the dynamic bone disable

#

I'd check and make sure you don't have a dynamic bone including those legs, like maybe a tail dynamic on the hips that didn't exclude them

fallen crypt
#

Tail have

#

So perhaps that

fierce bane
#

if it's on the hips instead of a separated tail root that only the tail is parented to it could be trying to affect the legs etc

#

or any other dynbone on the hip (or whatever the rear legs are parented to) that isn't excluding them

#

they should still work though (and technically correctly without dynbones enabled instead)

fallen crypt
#

I removed bones from hindlegs

#

Still dunno why it can get affected

fierce bane
#

if they had animations off I could understand it...but not dynbones

fallen crypt
#

Anyone willing to share me the latest Muscle Editor asset?

fallen crypt
#

Nvm

snow sparrow
#

I'm having issues getting an audio source to play when attached to an animation, or even in general.

#

The intent is to have a music track play next to a dance animation, but I cannot even get the audio source to play, even if it's merely attached to the player

pseudo moon
#

I'm doing an M32 grenade launcher for a model and I'm trying to get a sound to play/spawn on the location of the explosion sub emitter. how do? ive never really worked with sub emitters much before so im clueless

clear yew
#

How do I create a Collider that remains but when someone else touches it, it blows up?

#

Like a Mine but it's a Random Coin on the ground

#

and if someone notices it and notices it, it blows up or somthing ._.

#

Great Animation for my Killer Queen Knuckles

#

Or is there a way to create an object placed on the gorund but then another Gesture causes it to blow up?

nimble ridge
#

You could try using collision to trigger the death of the particle which will spawn the explosion of the mine, this only works whit particles tho as it's basically all subemitters

#

@pseudo moon sorry no can do, placing sound sources at sub emitter locations wold require scripts and vrc does not like scripts

fierce bane
#

@clear yew you can however use a mesh particle to make it look like an object (mention to clarify)

pseudo moon
#

im already using mesh particles, do i just need to animate a delay on an explosion effect then?

#

sound fx*

nimble ridge
#

But you still won't be able to move the audio source to the particle location 🤔

fierce bane
#

I meant for nonskiller, not about the sound source

#

a sound effect cannot go to a particle location, sub emitter or otherwise

#

best option is to enlarge the radius or make it 2d...closest we can get

nimble ridge
#

Ah

#

👌

fierce bane
#

yeah my bad, wasn't very clear

nimble ridge
#

Actually, there might be a super complex super secret way to add sound

fierce bane
#

you can do stop-animation to get sound at a physical object you can move...but not for a projectile that I know of

nimble ridge
#

Could make the rigid body be the projectile ye, and add sount to that

#

And one step further could add a particle collider to detonate it

fierce bane
#

possibly, would only get one at a time per rigid, would also have to make and use a physics material on it, and would have to accelerate it at first somehow (since we can't use scripts to start it)...maybe another collider to "push" it rapidly? I'm not sure how else you'd accelerate it...

#

you'd also have to reset them after they explode

#

a placed explosion like C4 or a mine however could be done that way and have sound attached

nimble ridge
#

Planted mines yould be way easyer because no acceleration shenanagance, saw someone that cold drop as many as he wanted and they had sound attached to them, wold trigger when peps stepped on them, but no idea how they where made

fierce bane
#

"as many as they wanted" is questionable since you cannot create objects without scripts. A set number that they could plant would be just a bunch of them set up to drop the mine with a sound attached, and using the stop animation I mentioned to trigger the sound on particle collision.
And there's supposedly a way to access player/playerlocal layers, though I keep forgetting how when I go to do it....

#

but yeah...projectiles would be harder...

nimble ridge
#

Might have been a client actually 🤔