#animation

1 messages · Page 113 of 1

icy anchor
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I have it set up a little complicated right now, but that's just because the first way didn't work

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BootDoubleController has a behavior keyframe animation that just toggles the animator on BootController:

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That animator, turned off by default, triggers this animation, which just swaps the materials seen in the video:

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works flawlessly in unity, not in VRC

fierce bane
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So other people don't see it load when they have your avatar enabled? (you're not using mirrors or cameras to check right?)

icy anchor
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I know material swaps don't show in mirrors, so I always rely on others to check it

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and they just see the default start material

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even friends with animations enabled

fierce bane
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extra note, you don't need an animator that enables an animator after a bit, you can just use a blank animation as the default state that has an exit time of however long you want it to wait for the transition to the actual animation.

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I can't think of any reason the animation wouldn't activate and swap the material though...

icy anchor
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That's what I had before, but it still wasn't working

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so I thought this might fix it

fierce bane
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You could potentially have an animation that disables a quad instead of swapping the material though and it should look the same...
I don't know what would stop the material swap from happening though...
You have the start screen as the default state, then it switches in the animation to another one, then a 3rd being your normal state?

icy anchor
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The final is the normal state, the animation changes it to the start screen on load

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but that gives me an idea of how to fix it

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If I made the start screen the first state, then use an animation to toggle on the normal state and leave it on

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that just might work

fierce bane
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yeah, start screen the normal material, at a set time in the animation, switch to your extra one (assuming it was startup->desktop>avatar based on the video before), then over to the normal state

icy anchor
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yeah, I'll give that a try

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thanks for the help!

fierce bane
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good luck, hope it works out

keen folio
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Hey all, I am looking to play some audio files when certian animations are triggered. I have an oninteract toggle that opens/closes a big hanger door. I need to play different audio files at different times (different timing when closing). Is there a way to trigger an audio file when a specific animation is triggered?

muted prairie
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have an animation event play at the beginning of that animation and that animation event calls a custom trigger than enables the audio source component or object

keen folio
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@muted prairie I have been reading about that but the how to set it up is what I am working on. Any tips?

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I aded the event but do not see anything useful int he pull-down

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Also see Audio items that can be added into the animation

muted prairie
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you need to add the animator on the object the custom trigger is on

keen folio
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The animator is on the object with the audio source. I am triggering the animation controller bool with another object. The controller has both open and close animations tied to it.

fierce bane
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@keen folio don't enable "play on awake" in the animation, disable the audio OBJECT and leave that "on awake" on. enable the object itself in the animation at the time when you want it to play

keen folio
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@fierce bane Does that mean I cannot tie the sound to the object I am animating? I should make a new empty game object and child it to the animated object and activate/deactivate that object?

fierce bane
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do what you already have for the "play on awake" but for enabling the object. If the object is a child of the moving object it'll still follow it.

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but toggling play on awake doesn't make it play, it just says "you can now play when you are enabled"

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otherwise I'm not sure what you're trying to say

keen folio
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Sounds like I am not enabling the audio. I am enabling an empty game object with an audio source tied to it?

fierce bane
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you could just enable the object the audio is in too

keen folio
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Since it is a door will the door not disappear until enabled?

fierce bane
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ah, in that case I'd put the audio as a child object of the door instead. Technically you could enable the audio part, but there can be issues with that too

keen folio
fierce bane
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make sure the audio is off by default

keen folio
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Will it play with I keyframe the enable?

fierce bane
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as long as play on awake is checked, it should, yes

keen folio
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I believe that will also make it play when the level is loaded too through right?

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Testing it now

fierce bane
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no

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awake means when the OBJECT becomes activated

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as long as the object is off, or the component is off it will not play

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as I said several times now "play on awake" means "when this object is activated, play sound"

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if play on awake is off it would require a script to play the sound at all

keen folio
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k, thx. Making some progress. Plays when the animation is triggered. Wondering if I can add a keyframe to enable play on awake so I do not need the empty game object.

fierce bane
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you don't need an EMPTY game object, just an object for the audio.
If your audio component is on the door, and the component is disabled it won't play until the moment it is activated

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so if you want it to play at a certain time during the opening of the door, move the "enabled" keyframe to that point in the animation

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remember, animation plays frame by frame...so if you delay the point when the sound is activated, then it won't play until then

keen folio
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Works perfectly, but, with play on awake enabled on the game object, the audio plays when the level is loaded and then every time I trigger it on the desired keyframe.

fierce bane
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if the component is DISABLED by default, it should not play when the map loads...because it's disabled

keen folio
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Think this one will work. Loading another test

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Saved the extra object by stacking

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Left the play on awake off. Then enabled play on awake one keyframe before enable. Then disabled play on awake. Does not play on load but does play every time the animation is triggered.

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Thanks for your help @fierce bane !

stable island
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Hey, when im making my own avatar i set a custom CROUCHIDLE animation and the client doesnt seem to use it, how do i fix this?

stable island
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Im heading to bed, if you dont mind pinging me when you answer that would be great, thanks!

marble ledge
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is someone out there nice enough to make an avatar with a pen for me (i can send you the model)

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i tried to do it myself but for some reason cant get it to work

clear yew
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how to fly with colliders? vrcFPaulSip i made a gesture that would make a cube collide with my feet but it just makes me fly at random directions, the collider base cube was attached to my hips IIRC

clear yew
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does anyone know how to make the reset pose button work after the player use vrc station?

clear yew
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Anyone know if you can make edits to the AvatarControllerTemplate and have it still be compatible with VR IK?

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...also, FALL isn't even in the default template. Nice.

stable island
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Hey, when im making my own avatar i set a custom CROUCHIDLE animation and the client doesnt seem to use it, how do i fix this?

clear yew
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@stable island crouchidles animations aren't used in VRChat even though you can override them so we're pretty much stucked using default crouchidels emoji

stable island
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but ive seen avatars with custom crouches?

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or maybe it was their prone

clear yew
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it was their prones yeah

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prones can look like crouch

stable island
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Well thats sad

clear yew
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yeppers

stable island
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guess ill just have to bind it to like a hand

clear yew
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@stable island @clear yew Sorry, what?

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Custom crouches totally work

stable island
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Oh?

clear yew
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wot

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I'm literally using them right now for my TF2 models.

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last time i used it didnt

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They're working as of this morning.

stable island
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what do i change in the overides?

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So they added it in this morning?

clear yew
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I mean, they've been working for awhile

stable island
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well CROUCH IDLE didnt change anything for me

clear yew
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Should just be CROUCHIDLE. Regardless, I'm currently making a homebrewed Animation Controller with proper full cardinal support for all directions with crouch/walk/run and proper directional air walking

stable island
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CROUCHIDLE didnt change anything for me as i said

clear yew
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Well, give me a few hours and I should have a fixed animation controller + basic animation set ready

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you mean it ain't just a simple drag and drop?

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Uh, no. You'd need to spend a few seconds punching your existing animations in but the names will be significantly less confusing, correctly labelled, and all hopefully functional.

stable island
clear yew
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Not too surprised if it's broken by default. I'll take a look at it in a bit.

stable island
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Oi

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alright

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ill just set it as a hand for now

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Welp that didnt work XD

clear yew
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so since I'm very tired of the vrchat animator default missing a ton of key stuff i'm just going to make a new one from scratch with a whole lotta lifted hl2 anims as the default
so far im looking at:
Full cardinal directions for walk/run/crouch
Falling anims for falling w/o movement
Air-walking animations with full directional support
Prone directionals/A prone that doesn't look like you're holding a gun at all times(fucking mixamo)

maybes:
Prone <-> Crouch <-> Stand <-> Prone transitions, if I can figure it out

anyone have anything else they might think they need for me to jam in here? going to throw it up somewhere for usage after it's done

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... I'm a lil confused here since you said custom crouching works, so basically are you using an animator that you yourself made which enables you to custom crouch or something? Pls do forgive me for my dumb dumb -w-

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im making one right now

stable island
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that doesnt answer the question

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with the default overrides does CROUCHIDLE work?

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@clear yew

clear yew
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it seems to work on my end but now I'm not sure

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guess we'll find out

stable island
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may i see your binding?

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like what you have overridden

stable island
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@clear yew

hollow fjord
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Heyoo!

stable island
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Hello

clear yew
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busy atm, more details later

tough cargo
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Not sure which channel to say this in, but does anyone know how to make a good lightning particle effect? just one that would exist for maybe half a second.

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Im quite new to the whole particle system thing so yea.

hollow fjord
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Are you all animators?

crude aspen
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Has anyone here made avatars with more than one audio source? If so, can you please show me your setup? Only one specific audio source works, others wont ever work.

winter sundial
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I dragged the default animations onto an avatar, but every field says "Missing". Anything I can do about that?

peak zinc
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hey I am kindaof new to animation in unity, im trying to move the fingers in a certain way but everytime im i move it, first ( in the inspector tab) the rotational values turn red, then when i come to move the next joint, the first one snaps back to its default position. anyone can help?

modern urchin
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i'm new too, but I think you're moving the bones themself whereas you need to be moving the humanoid things it makes you

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one sec ill screenshot @peak zinc , that makes no sense haha

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and you can find these by copy/pasting from the default hand animations that VRchat has, like fist

modern urchin
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or if you do 'add property, animator' i think too

analog cedar
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Is it possible to edit the existing walk animation?

outer ibex
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So I'm trying to get eye blinking animation working useing visemes. I have the animator set to play the blink animation. It plays the animation in the unity editor but not in-game. The frustrating part is it was working a few days ago. I recently updated the avatar armature. But I don't think that would affect it.

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Any ideas on what is wrong?

torn pawn
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where did you put the animation on?

outer ibex
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The main object

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Does it need to be applied to the body

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Because it works in the play mode

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@torn pawn

torn pawn
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main object animator gest overwritten by vrchat

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so you put it on Body object

outer ibex
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I'll try that

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Don't know why it was working before

outer ibex
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It's working now

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Thx

serene sorrel
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Would gladly take any advice with an issue I'm having. Working on a gesture animation that runs about a minute long. The animation is that I have a tablet appear in my avatar's hand, shows a few images on the tablet one after another with audio, the animation ends with a key that culls the tablet. Works as intended (in game). Problem is my fingers stay stuck in the position they were in while holding the tablet, and they stay that way indefinitely - unable to make any other gestures with that hand until I change avatars. Still very green with unity so I'm not sure if I may have missed something

proper hedge
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your gesture animation is probably too long @serene sorrel

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it must be only 2 keyframes, at 0:00 and 0:01

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if you need an animation that has length, you must do it with an animator component

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the gesture is only for activating the object the animator is on, or by turning on the animator component

serene sorrel
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Figured it out! Thanks a bunch 🙂

clear yew
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anyone know how to make an avatar fly?

outer ibex
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I used to but my method broke a few updates ago

marble thorn
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how do i activate particles with hand gestures

lethal rampart
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So seeing as networked ik broke avatar sounds on locomotion, (such as footsteps) would there be any way to get around that? Any alternative possible way of doing it? 🤔

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It used to be you just triggered the sound on the run animation, but sadly since the networked ik update, all it accomplishes is that I hear it, and no-one else does

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@marble thorn you have 2 ways to go about it.
One is turn the particle game object or component off, making sure to have it set to play on awake, and then have your animation enable that gameobject.

The other way, depending on what you're going for- is to keep the gameobject on, and keep the particles on, but disable the "emission" component on the particle system. And then have your animation enable the emission.

Then you simply put that animation in one of your hand gesture slot

marble thorn
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ok

earnest lagoon
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@clear yew you have to set a jump animation to push an invisible cube up into your avatar’s feet

clear yew
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@earnest lagoon mind to elaborate that in a step by step process? I tried that but did it as a gesture where a cube appears beneath my feet and used colliders instead, it made me swoosh in rabdom directions everytime I jump lol

earnest lagoon
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A normal cube from blender should suffice

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I’m not sure what could be causing different directions, but it could be the colliders?

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Mine never used colliders. Just a plain old cube

clear yew
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I just use the cube from unity, attach it to the hips and do the colliders thingy but you don't use colliders or anything? Just place a cube under the feetsies? Cuz I wanna gradually get higher every time i press the spacebar. @earnest lagoon

earnest lagoon
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Nope I don’t use any colliders at all.
I don’t even think it was under any bone hierarchies. It was just an object under the feet that I animated to go upwards whenever I jumped
And yes you will go higher each time, because each time you jump, the cube bumps into your feet again, pushing you higher regardless of your current height if that makes sense

clear yew
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hmmmmm i think i get what you're saying, aight imma try that thanks for the help

earnest lagoon
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👍👍👍hope it works out!!

clear yew
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@earnest lagoon sorry for pinging ya again but what animation do you override? -w- nvm i'm too dum dum for this, are ya willing ta give me pics or something?

cedar roost
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I need someone with cinema 4d anyone pls?

clear flicker
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What do you need help with

cedar roost
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I need if someone could export me a .c4d file with an animation to a .fbx file

clear flicker
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And there are no tutorials for this?

cedar roost
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I need cinema 4d

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thats the problem, its not free and I dont want to download some malware

nimble ridge
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its not free, but I don't think its malware

clear flicker
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I think we both know what they mean

cedar roost
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I mean if its not official, you could download malware

earnest lagoon
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@clear yew override the jump animation. If you need pictures I won’t be able to get any for a while today. Sorry for the wait

lethal rampart
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is there any way to do sound on locomotion? seeing as the networked ik update broke the usual method of simply animating an audio source with the walk animation

stone gorge
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I have a couple of questions if its alright?

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There this avatar I found on Ikita x Toga

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I really like it but it lacks hair physics and the twin tails stick out behind it in a rigid manner

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First I was wondering, am I allowed to add hair physics or do I need permission?

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and also, if I were to do it, what would be the best way? I found a video on how to add physics but I'm not sure if I should put many bones all the way down the hair or if one-two long bones each would be better

proper hedge
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@stone gorge you can only edit an avatar from unity, so to change the hair you would need the unity package. toga and ikita have the unity package. you would have to ask them for it

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you also do not need a large amount of bones to get some basic dynamic movement

proper hedge
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also, are you sure you have dynamic bones turned on? i feel like toga and ikita wouldn't miss putting dynamic bones on such long hair

serene sorrel
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Is there a particular way to get Emote animations to loop? Ive set up a custom animation on an override in Unity, set the animation to loop but when i play the emote in game, the animation still ends

proper hedge
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The emote override itself runs up to a fixed length and doesn't loop

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If what you're trying to loop isn't a dance or something with your main avatar object, you can use the emote to start an animator on a child object, which can loop

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@serene sorrel

serene sorrel
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Ahhh gotcha. Yeah it's just a dance. Thank you @proper hedge

proper hedge
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At this point most people resort to making a duplicate avatar dance

hollow fjord
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So you guys just animate your avatars?

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I'm hoping to become an animator myself one day

novel lotus
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Question about custom walking animations, I have it working in desktop mode, overriding the control animation, but when in vr/full body the animation doesn't work fully, because it's tracking the head, hands, ect...Is there an option to disable the tracking so only the animation runs or do I need to have a separate model that has the animation on loop and activates when walking then also disabling the non-walking one at the same time, then vise versa when not walking...Hope that made sense, I just haven't seen any answers online for it...

muted prairie
white herald
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whether in full-body or just hands-vr the result is the same while walking, lower body is animated and arms are ik to controllers, just swing your arms or do the over the top solution you mentioned

left jackal
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Anyone know how to make the umbrella work for desktop mode? I'm using muscle editor, but it's not holding the arm 😦

clear yew
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@left jackal Muscle Animation editor only works for the humanoid body parts, generic items like guns, umbrellas, e tc have to be manually animated.

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If you're wondering how to open and close the umbrella, it should have shape keys for that purpose in its body component (hopefully)

left jackal
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@clear yew I wanna know how to make the arm and shoulder stay in place as shown. It stays in unity, but not in game.

clear yew
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show me your animation tab

left jackal
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1 moment o: @clear yew

clear yew
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Also, I may not be the most familaiar with this sort of thing due to me always doing things in VR, but atleast this sould give the resources for someone to fix it if i cant

left jackal
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I thought it indeed worked its animation for a split second in game, then stopped.

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@clear yew

clear yew
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hm.. im not too sure

clear yew
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@earnest lagoon sorry but I don't see anything that even resembles a an animation named 'jump' that i could override...

muted prairie
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it's Fall

clear yew
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tried that but nothing happened, imma just do sum trial and error i guess

muted prairie
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Did you duplicate the controller and used it in your descriptor ?

clear yew
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Yes I did and just making sure; descriptor refers to the window on the right, yes?

muted prairie
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The animator window and descriptor yep

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Gotta replace it in both

clear yew
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Yes I have done that

muted prairie
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Then it should work ! Make sure the animation actually plays if you put it in an animation component on your model in Play mode

clear yew
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ok thanks for the help Ruuubick iris

earnest lagoon
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*Did it work?
that’s what I get for typing half awake

fair scaffold
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ye

clear yew
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I'm trying to re-create the sword spinning animation shown here but it's kinda hard because the pivot point is dang near impossible to change. If you have any tips PLEASE DM me! Thanks

red linden
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if you don't want to go into blender or whatever to setup a new origin, in Unity you can create an empty object, and then set the empty object to be the parent of whatever you want and then rotating the empty object will be the pivot

gritty elbow
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@left jackal u can't animate ur arms only thing u can change are ur fingers and props

earnest lagoon
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They could just override the idle animation with it, no?

gritty elbow
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yeah if they want it as their idle

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but not if its part of a gesture

earnest lagoon
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I guess it would make sense that gestures are restricted to hands and props but is there a reason for it? Is it something to do with the override controller or smth?

proper hedge
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Your armature is controlled by IK so you can't animate those bones

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Their position and rotation, at least

earnest lagoon
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Ahhh I see.

fervent totem
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unsure if this is the right catagory to ask, But can anyone tell me how to make a particle show up as black? When i try to color them black they just turn invisable. (Im attemping to make a black and white aura for halloween)

fervent totem
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Nvm, After enough fiddling it worked out. Once i was about ot quit i clicked a random button and it worked....

torn pawn
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what's the minimum time for emote toggles now?

gritty elbow
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emotes are still only 60 seconds

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@torn pawn

quartz summit
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You mean for state machine transitions?

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@torn pawn

frail granite
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So I'm currently creating an animation and the properties aren't showing up in the animation tab. Is this a Unity problem?

torn pawn
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@quartz summit as in toggling with an animator, was wondering what's the minimum time now after they changed how Emotes work (cuz I know minimum time got upped from what was before).

icy swallow
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How'd you animate a prop that stays in place while the avatar moves, ie a barricade for a soldier, or bucket?

quartz summit
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You can do it with a joint or IK

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IK works/looks better bur requires more setup

icy swallow
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Cool, ty both

lament prism
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@frail granite sorry for late response..but try to reload unity, and/or remake the animation controller

fallow wren
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So I'm really new to unity, but I've figured out how to have a song play from my avatar as long as im holding down a certain hand gesture. Now, i want to know if its possible that while I have that song playing and im holding down that hand gesture, with the same gesture i can spawn two NPC's with the model of my choice behind me doing a dance along with the song as long as im holding down the animation. How exactly would I go about doing this?

proper hedge
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@fallow wren it's the same principle at first. Right now your gesture is animating a game object on(your audio source), using the is.Active 1 property. Put two "avatars" under a game object and animate that game object on. Put animators that have dance animation clips in them on the avatars

cedar roost
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can i put an animation override to an object that have my avatar?

proper hedge
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Can you rephrase

cedar roost
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I want to put an animation to an object from the avatar's hand

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can I?

proper hedge
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You want to animate the object in the hand, or make an object appear in the hand? @cedar roost

cedar roost
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animate the object in the hand

proper hedge
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You can use another gesture override if it doesn't matter if the animation is only 1 frame long(instant change). If the animation needs to be longer you need to use an animator controller

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There is an animator component you can put on an object, then you give the component an animator controller

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The animator controller has your animation clip in it

glad escarp
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Hey guys - anyway I can make my audio sound less terrible? I normalized it and am using an .ogg.. (using 8dB) The song sounds like it's skipping and stuttering and very muttered (like its coming from under a pillow or something)

glad escarp
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Ahh I got it. Disabled spatialization and that seems to have fixed it.

dark cypress
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Hello, I'm at a complete loss at what to do to achieve this, any help is appreciated.

I want to change the material on my body periodically, but I don't want that to happen unless I'm doing a gesture. Normally, I'd put an animator on the body whose behavior is disabled and enable it with the gesture. However there already is an animator on my body to do other things. Is there any way I can go about this?

Only way I can think of is to parent the body into an empty object and enable the animator on that object, but that would mean re-arranging the hierarchy of all my clips that use Body blendshapes.

proper hedge
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@dark cypress is it a specific material you need to change? Such as clothing? Can you separate it from the main Body mesh?

dark cypress
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Nope, the body is one mesh with 2 materials

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I went with the way I stated above since it doesn't look like there's any other solution

dark cypress
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I remember reading somewhere that VRC now doesn't allow audio source manipulation through animation anymore, is that correct?
My audio source is music and I don't want it to cut off when disabled, so instead I wanted to set the volume from 0 to 1, am I not able to do that?

feral pawn
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hey guys, im having an issue with my dynamic bones, i deleted all the animations and it still does it even on new uploads. I am unsure whats happening

quasi hinge
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Rouge collider?

feral pawn
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heres a image of collissions

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but ill check

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only two different colliders

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both hands

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they collide with ears and hair

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thats it

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and they are no where near the rest

still torrent
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So i need some help surprisingly how do i emote and move at the same time?

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like if i wanted a moving emote

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gesture if you will

wispy saffron
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Yo
do pulse gate keys still work?
it still works for my friend
but i cant get it to work

clear yew
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currently having troubles putting a tail wagging animation onto a hand gesture, each time i tried doing so, the hand gesture took up all the slots for the gestures which wouldnt allow any other gesture to work, or the model would entirely disappear upon activating it. anyone know how to fix this?

bronze citrus
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I'm trying to do a particle effect for an iron man avatar I'm working on and the chest beam is working but the hand beams aren't following the hands. I only have the particle effects set to a custom override controller. Am I doing something wrong?

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Someone said that I'd need an animator controller or something?

clear yew
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how do I make an object stationery when triggered by animations ?

lament prism
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@clear yew what do you mean by stationary?

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@bronze citrus you need to use fixed joints+rigid bodies.

bronze citrus
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rigid bodies on the particle effects?

lament prism
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yea

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one sec

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I'll link a good vid

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you're using world particles right?

bronze citrus
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yes

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now I'm having another issue. Every time I try to make other breath effects, it keeps changing the shapes for all of them instead of just the one

proper hedge
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@clear yew you probably made the gesture animation clip too long. Needs to be 0:00 to 0:01 in length

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@wispy saffron yes they still work but that's an ancient package at this point

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@still torrent what are you trying to animate with the emote?

#

@bronze citrus you likely need to use ik follower or joints for the particle systems

#

@clear yew you need to use a world fixed joint, or world fixed ik

bronze citrus
#

I can live with this but I'll definitely check out the video you sent

#

I wanted to try to get different emojis to shoot out other than just the lmao emojis

proper hedge
#

With the same gesture?

bronze citrus
#

yes

#

I have the chest and the hands set to different ones

#

I was trying to make it where it shot out different ones

#

at the same time

proper hedge
#

If you want them all firing at the same time, with various emojis, you can just use multiple particle systems and enable them

#

You can put them under the same joint

bronze citrus
#

Now that I think about it, I was using the same particle effect prefab for all of these

clear yew
#

@proper hedge I’ve tried to do that, but the avatar disappeared. I made 2 duplicates of the model, one with the animation and one to put the actual hand gesture on. I put the animation duplicate into the hand gesture duplicate and tried to make it into a hand gesture that way but when I tested it it came out invisible

proper hedge
#

Your gesture clip must be animating something that makes you disappear theb

#

What are you trying to animate?

lament prism
clear yew
#

A tail wagging gesture

lament prism
#

This is a good tut on your issue

bronze citrus
#

ok thanks

lament prism
#

no worries

clear yew
#

I disabled the main body mesh on the hand gesture duplicate and left the animation to play on the animation duplicate

#

in the hand gesture btw

#

@lament prism for example , like if you would unhide an object it would stay where it is rather than moving with your avatar

proper hedge
#

You might've recorded the body mesh disable then

clear yew
#

@proper hedge okay I will try , thanks-

#

hm

#

I’ll see what all I can do

proper hedge
#

You need an animator controller on the tail that does the wag. It should be off by default. Then you use your gesture to animate behavior.enabled 1, targeting the animator component on the tail

#

Behavior.enabled 1 is a special property you won't find by default

lament prism
#

@clear yew yes it would move with the avatar

proper hedge
lament prism
#

sometimes you have to manually move the prop though

proper hedge
#

^^ there is a clip in this package called behavior_enabled.anim

clear yew
#

yeah I don't want it to move with avatar

#

by the way , I could only find fixed joints

lament prism
#

what is it exactly?

proper hedge
#

Copy the behavior enabled keyframe from there @clear yew

lament prism
#

what is it that you're working with @clear yew

proper hedge
#

@clear yew yee world fixed joint will do what you want. If you have final ik, use world fixed ik

clear yew
#

it's a birthday cake that is supposed to stay still once I trigger the animation and not follow the body @lament prism right now I just tried making a gameobject and putting fixed joints on that and triggering the animation like that , don't know if it will work

wispy saffron
#

@proper hedge
u talking about the toggle props package right?
cuz i installed it but i dont see the option to add pulse gate
but my friend does see the option
so idk what hes doing differently
idk if he has something else that i dont

proper hedge
#

Yeah that's a world fixed joint. Just follow the package instructions and you should be good

lament prism
#

Even with a world particle system, the animation won't stay "still" if you move around. @clear yew

proper hedge
#

@wispy saffron yes but that package is just super old and shouldn't be used for the most part

#

Use suspend animator that I linked above

#

The emote example

lament prism
#

And also since it's a birthday cake, the only reason you would need fixed joint and whatnot would be because you're trying to link it to the armature.

#

if it's just suspended in the air, you wouldn't need to do that.

proper hedge
#

If you need to add behavior enabled to animations, use rero's editor scripts

clear yew
#

@lament prism I have seen avatars that do that though , like they put something on the ground and it stays there until they close the animation

#

doesn't follow their avatar either

proper hedge
lament prism
#

an object and not a particle system?

proper hedge
#

You can freeze both in world space

lament prism
#

yeah you can

#

you wouldn't need fixed joints though IIRC

clear yew
#

I think it's an object , I don't know about a particle system that looks like a table soo-

lament prism
#

is it a 3d model or what?

proper hedge
#

If the table is a single mesh and material, making it a particle would be great

#

Orienting for a drop is the hardest part with world particles but they work the best for non-animated meshes

clear yew
#

not sure- Let me try this fixed joint thing and see if it works , thanks for the help though 👍

lament prism
#

okay

proper hedge
#

If you can make the table into a particle, you can use this as a basis for learning how to orient it when it's dropped. If it's just a world particle alone it will always be facing a world axis. That would work for a round table, but not other types.

Otherwise yeah use a joint or ik

#

The only difference between the three for your case would be the amount of jitter the table has

#

Joint jitters the most, ik very little jitter, and world particle no jitter(but static mesh)

bronze citrus
#

I'm pretty sure it's just a rigging issue because I got it from the internet and it just probably wasn't rigged right

#

The effects work with my other avatars so it's probably just the iron man avatar

bronze citrus
#

well now I'm having problems with audio and I've done everything I'm supposed to do but nothing's working. I can't hear audio that I put into the model

lament prism
#

in unity? @bronze citrus

#

or in the game

potent knot
#

My avatar won't blink for some reason even when I set it up right

lavish scaffold
#

How was it set up? @potent knot Animator on Body and loop?

potent knot
#

It is looped and wym by if it's on the body

lavish scaffold
#

the Body mesh, where the skinned mesh renderer is (where you select the blinking)

feral pawn
#

is FinalIK broken? The scripts are throwing a TON of errors, and I am unable to enter play mode because of it

stark trail
#

been broken for a long time now

potent knot
bronze citrus
#

@lament prism the game

lavish scaffold
#

@potent knot You need to use "Animators" not "Animation". Vrchat does not supports "Animation" components anymore.

#

on avatars

potent knot
#

Oh really that probably why

proper hedge
#

@feral pawn the scripts still work

lament prism
#

how did you animate the avatar then @bronze citrus

#

take a screenshot of the animator

whole panther
#

So I have the animation where you go floating into space but my view position stays behind. How would you go about making my view position travel with the avatar during an animation.Would I simply make another VRC_AvatarDiscriptor and attach it somewhere to the armature?

clear yew
#

You can't as far as I know.

#

Unless you wanted to do something too complicated with cameras or shaders and stuff

serene sorrel
#

Trying to animate an airplane flyby via hand gesture. Works well except that the plane's origin moves with the rotation of my avatar's head. How would I go about preventing that? I've tried a few rigid body setups but nothing has worked for me so far

ruby thistle
#

question for the animators here. If i want to do an animation that moves the whole body of my avatar up, would i just select the armature itself in the animation clip?

proper hedge
#

@serene sorrel you'd need to do the animation with the objects being a child of something world fixed

#

joint or ik, ik will work better

#

@ruby thistle atm you can only move yourself via colliders

true pendant
#

I made an animation for my characters hair to move, and I want to have that animation always play, how do you do this?

proper hedge
#

set the animation clip to loop by clicking on it and checking the loop time box in the inspector

#

then drag the clip onto the objects it needs to animate from

#

it will create an animator component and controller. it will be on by default

#

@true pendant

lean acorn
#

Okay so, fixed majority of my issues with my character, including the lip movements, however eye tracking and blinking still do not work. Is there something I need to set up to get them to work, something similar to the controller I set up for the mouth movements?

lean acorn
#

Nvm, figured it all out, was just a naming scheme issue

blissful arrow
#

so trying to animate in unity..

blissful arrow
#

can anyone help me with it?

muted prairie
#

You should ask specific questions, not open ended ones, look at tutorials and if you can't understand something you can ask here @blissful arrow

lean acorn
#

Is there a way to make animation overrides upon activation choose from a selection of sound clips?

#

randomly

#

Or not necessarily randomly but just cycle

dark cypress
#

@lean acorn Not exactly but you can make a way to choose between them by using a double gesture activation. This makes the amount of sound clips kind of limited but it's the only way I can think of.

The way to go about this is to place each sound effect on an Disabled empty object parented by another Disabled empty object. Say you have 3 Sound effects, you'd have them like this then:

SFXHolder 1
-- SFX 1
SFXHolder 2
-- SFX 2
SFXHolder 3
-- SFX 3

Now if you want "Point" for example to play the chosen sound effect, then Point should enable SFX 1, SFX 2 and SFX 3. They won't play because their parent is disabled so what you do is make another gesture, say thumbs up, enable one of the parents.

So if Thumbs up enables SFXHolder 1, and Point enables SFX 1, 2 and 3. Then SFX 1 would play.

This lets you have around 6 different sound effects per gesture I think. Hope this was helpful.

proper hedge
#

you can cycle but if you're going to try and manage your animations, the right thing to do is learn state management, and cycling is obsolete way to do most things

lean acorn
#

That was very helpful, thank you @dark cypress

#

Another question: How would I go about adding something that is triggered by the release of an animation override?

dark cypress
#

@lean acorn You're welcome, I think you can do that by doing the reverse. Have the sound effect enabled by default and the gesture disables it. When the gesture is released, the sound effect would go back to its original state which is enabled, thus playing the sound effect.

However, this means the sound effect will play automatically once the avatar is loaded, that might be undesired if the sound effect is loud or too many sound effects are at play.

There is a somewhat complicated way to avoid that, let me know if you want to get into it

#

I just realized you're not talking about sfx specifically, if you're hinting at animations then I'm not sure if it's possible

lean acorn
#

In this instance I was actually talking about SFX. How difficult are we talking in terms of avoiding the initial sound?

dark cypress
#

@lean acorn It's not THAT difficult, it's bothersome the first time you do it but then afterwards you can copy paste what you've done.

what I'm thinking of is toggling the sound effects on and off by using emote lock, this allows you to be able to turn on or off the ability to play sound effects. But this comes with the problem that new joiners or people that aren't looking at you when toggling the sound effects will have it desynced

lean acorn
#

Yeesh yeah at that point it's more trouble than it's worth, considering it's a simple sword sheath sound

dark cypress
#

if it's only that then you should probably go without toggling it yeah

chilly kernel
#

is there any prefabs of audio visualizers or any way to add those to model without going trough blender or something

proper hedge
#

@lean acorn I have a package here for animating on release

outer ibex
#

I have a question. Is it possible in any way to make an emote move the physical location of the player. I know that it's possible to move the visible mesh but the player's viewport always is rooted in place.

golden lion
#

anyone know why im not able to active a particle system in vrchat? Animation works in unity, but ingame it doesnt activate the gameobject (i guess)

serene sorrel
#

@outer ibex AFAIK right now the only way to move your rooted position, or viewport, is with the manipulation of colliders within an animation

#

@golden lion Are you trying to have the particles simulate in local or world space? If world space, you'll need to set up rigid bodies. Other than that it's very difficult to tell what's wrong without seeing how your hierarchy and animations are set up

outer ibex
#

Is there any videos on how to do that?
@serene sorrel

golden lion
#

the issue is they arent event being activated, i put a big cube in there to check, nope.

#

Something is wrong with animations, friend of mine has the same problem

serene sorrel
#

@outer ibex Not that I know of

crude aspen
#

Has anyone tried doing an animation that only partially controls the mesh and leaving your arms and head free to move by ik?

blissful arrow
#

why is my animation in the ground?

fresh estuary
#

@blissful arrow Mess around with these settings in the Inspector for the animation, that usually fixes it for me (in particular changing the "Based Upon" settings and "Offset"

blissful arrow
#

Thanks

left jackal
#

Does anyone know how I can edit the head with out breaking the shape keys?

gritty elbow
#

What are u trying to edit on it @left jackal

left jackal
#

@gritty elbow I have many ideas, but one big thing is I wanna make fangs from the teeth, by pulling a tooth down to a point, and maybe edit eyebrows or something. Seems if I do edit the face, it may try to deform back due to shapekeys, triggered by blinking, etc.

gritty elbow
#

So ur trying to edit the teeth to have like a point by moving the vertices?

left jackal
#

yes

gritty elbow
#

Should be fine if u apply it to the basis shapekey but u may have to edit the other mouth shapekeys

left jackal
#

idk how to edit shape keys

#

or apply things, to basis or apply to anything

muted prairie
#

you can select the vertices you edited on basis and do "Shape propagate"

vale saffron
#

how do you make the snail trail mark not start to disappear after i few seconds i put it on my avatar and was drawing and the ink starts to slowly disappear or just to make it last longer

ionic nova
#

@vale saffron Time property on a trail renderer component i think

vale saffron
#

where would that be?

topaz path
#

Is it possible to have some kind of system that would allow you to change the material of a mesh using emotes and have them remain until you stop the emote manually?

muted prairie
#

You can turn off emote switching ?

topaz path
#

What do you mean?

muted prairie
#

Are you using VR ?

topaz path
#

Yes

muted prairie
#

Which controllers ?

topaz path
#

Knuckles

muted prairie
#

In that case, do the emote, then click the thumbstick to keep the emote playing

topaz path
#

Huh, alright

muted prairie
#

You'll see an icon show up on your screen

topaz path
#

Cheerios, thank you^^

rugged mural
#

have you guys any ideas why my avatar just stand on the chair when i try sit on the chair?

#

it still be fixed but doesn't sit down

dark cypress
#

Does your Avatar have a custom idle animation on the override? If it does, check that your sitting animation override doesn't have the same one

#

@rugged mural

rugged mural
#

where could i check the sitting animation override?

dark cypress
#

You have it on unity right?

rugged mural
#

yeah

dark cypress
#

In the VRC_descriptor, there's a standing animation override and a sitting animation override

rugged mural
#

ah

#

so what should i do?

dark cypress
#

Aight gimme 1 sec

rugged mural
#

okay

dark cypress
#

just make sure that the idle is empty

#

or has an actual sitting animation

rugged mural
#

should i put the another controller on custom sitting animation?

#

i mean there is no way to delete the idle animation only one side

dark cypress
#

If you want the same controller on both so you can do emotes/gestures. Duplicate the standing one, delete the idle clip and set the new one on the sitting override

rugged mural
#

so it's gonna be like

dark cypress
#

Select your override controller and press Ctrl+D

rugged mural
#

like this?

dark cypress
#

yeah

rugged mural
#

okay i will give it a try !

dark cypress
#

then delete the idle animation from Moka1

rugged mural
#

i got it !

dark cypress
#

Sweet

rugged mural
#

im sorry but it didn't work but i put the IDLE animation on custom sitting animation so i hope it gonna works

#

omg it actually works !

#

Thank you mate !

dark cypress
#

no problem, wonder why it didn't work without a custom one though 🤔

rugged mural
#

but i put the IDLE animation in Idle animation and it works !

#

instead none

vale trellis
#

Hey lads , is there someone who can give me good idle animations ?

icy swallow
#

How'd i make a knife spin as a gesture override?

#

can get the knife to spawn, just not spin smoothly

#

eg, something similar to csgo's karambit

limber oar
#

Hi! I have a character model i'm getting setup for VR Chat, I'm wondering what type of/how many animations I would need before It can be 'usable'

muted prairie
#

they're automatically provided if your character is fully humanoid

upbeat sage
#

So i finally thought i finished my model. But now the eyes do not track or blink. I have the visemes set up to blink and they work when i test it with CATS and also the eyes move because i tested that also. Am I forgetting something within unity. I added left eye and right eye to the head.

limber oar
muted prairie
#

if it has all the required bones for humanoid, it still works

clear yew
#

Hey, I set up a fixed animation controller to correct the issue where CROUCHIDLE is unused.

#

It seems that VRChat isn't loading my custom animation controller.

#

I have it marked as the base controller in both the animation override and the avatar's Animation Controller, but to no avail.

#

Is there a way to fix this, or does VRChat not allow custom animation controllers?

#

The controller itself

pulsar canyon
#

How to make multiple avatars dance together in one animation?

#

The animation starts to play only the middle is dancing

rugged mural
#

@pulsar canyon i have a suggestion. let me know if you wanna try it

torn pawn
#

put them under game object and enable game object

nimble ridge
#

But peasee, don't use that many audio sources, just pleeease

magic harbor
#

I've added cat ears/tail to my model, and successfully sized for full body tracking..
Where/what do I look up to learn how to have the ears move on gesture?
I've heard I can do this in Unity, and would prefer that method.

torn pawn
#

press record and move the ear bone

magic harbor
#

Um.. I'll take that as I need to google how to record animation in unity.

proper pagoda
#

Anyone wanna join me in a call, and teach me how to make my avatar put down objects on hand gestures? 🙂

clear yew
#

Anyone have any information on why custom Animation Controllers don't function in VRChat?

nimble ridge
#

Because they they get replaced ingame with the default one provided by vrc, you are actually only sending the data, not the whole component

clear yew
#

well, shit

#

will this be fixed?

#

or is there a workaround?

lavish scaffold
#

What are you trying to do? It is not something broken, that is how it is.

clear yew
#

As I posted above, I made an animation controller that fixed the fact that CROUCHIDLE is unusable.

#

It's clearly broken, seeing as they would not provide source files for the animation controller if they had not intended to let us do custom animation controllers.

dull wedge
#

Has anybody gotten a working "contained 2D" audio source? After several attempts, my friends say they can still hear the audio from anywhere in the world

cedar roost
quasi hinge
#

You're using SimpleAvatarController, you want the template

cedar roost
#

what template?

quasi hinge
#

Update your SDK. ¯_(ツ)_/¯

nimble ridge
#

@clear yew
No way to use custom animators now sorry, and yeah the one provided by them is quite broken and limited (aheam no separate gestures either), no workaround either.

clear yew
#

you cant from what i've seen. i think it has something to do with either converting to a humanoid rig or having the vrc avatar descriptor component

#

thats why people always make their animation on a duplicate avatar in the unity scene

finite marlin
#

it is on a duplicate avatar but when i import the animation into the game i have my base avatar then also one underneath that gets all the effects from my animation bellow him @clear yew

sick loom
#

where can I find that amazing purring loop people use ?

granite magnet
#

Does anyone know how to make custom emotes?

finite marlin
#

i need help quickly what do i do from here as my animation plays both the game object and dark len are both in the animation

woven summit
#

fill me in what are aiming for, are u asking how to add it as a gesture? if so drag the animation into the animation override on the gesture you want to replace such as rock and roll or victory(peace sign)

#

@finite marlin

finite marlin
#

the actual animation is 40 seconds so i made an override with it in idle, and a seperate animation which triggers it when i bound to rock and roll @woven summit

#

but my problem is i trigger the animation and the avatar is in the ground

#

and i cant move arms of it

woven summit
#

hard to guess exactly u are doing but im guessing you have a duplicate of ur avatar under that game object that just appears in the ground

finite marlin
#

yes

#

thats exactly it

woven summit
#

and the duplicate is supposed to plays its own animation or..

finite marlin
#

i was told to make a duplicate that i can then trigger the animation on

woven summit
#

ok

finite marlin
#

i could just be doing it completely wrong

#

im not sure

woven summit
#

does the duplicate still have vrchats avatar descriptor etc?

finite marlin
#

no i got rod of it on the duplicate but added a descriptor onto the game object itself

#

as thats what i got told to do

woven summit
#

ok then the animation is set to play with an animation component or or animator componet

#

sorry if im slow in in a class right now

#

also what does the animation the duplicate plays looks like?

#

by the sound of it it enable effects and thats it?

finite marlin
#

sorry i dont know what u mean by animation component

#

it alsop imcludes material changes to the avatar

woven summit
#

but nothing to move the avtar it self?

finite marlin
#

no the avatar doesnt move no

woven summit
#

ok then thatss it

#

the default pose is the that pose i nthe ground

#

jsut add a place holder off of mixamo or sothing

finite marlin
#

whats that?

woven summit
#

ill send u a fbx file that has the animation

#

copy and paste it into urs and adjust it as u need

#

that should make the avatar not appear in the ground

finite marlin
#

okay thank you

#

should this also mean that i can move the arms and such on the avatar?

woven summit
#

make sure to huminod the avatar so the animtion works with urs

#

and not eaxclty

#

u cant make the avatar move with u ingame unless u rig it as soo

#

it will jsut this small idol animation

#

also for souces the animaiton is from here

finite marlin
#

because correct me if im wrong but if i have a duplicate then i wont be able to interact with the duplicate?

woven summit
#

not in game

#

u can set what the duplicate does vea the animation

finite marlin
#

oh, so how would i go about being able to do the animation if i wanted to be able to interact and move around using vr?

woven summit
#

like the duplicate mirroring ur movement?

finite marlin
#

my movement

woven summit
#

yah that would be complcated

#

u would have to set up a fixed joint on each joint to link the avatar to the dupliate

#

there are ohter ways but even more complicated

#

someone else might know a simpler way though

finite marlin
#

okay

#

ill probably try learning that

#

or find a way

#

so thats how people do their massive animations then i assume?

#

thanks anyway c:

woven summit
#

np have fun

finite marlin
#

thank you you too

plucky cobalt
woven summit
#

u are

#

i think ur animation edits somthing like a material correct?

plucky cobalt
#

Yes

woven summit
#

if so it shows that little drag at the end but by what i can tell ur 2 framed and thats what u want

plucky cobalt
woven summit
#

yep ur good

plucky cobalt
#

So having empty timeframe doesn't really matter?

#

I thought typical gesture overrides must end at 0:01

woven summit
#

urs does

#

as shown by ur first image

#

its a gui error on unitys part

#

because its trying to display a material in the key frames and goes out on to the next frame making it look like its 0.02

plucky cobalt
#

Alrighty, thanks

blissful viper
#

Hey there guys, was hoping someone could help me animate my tail, I'm looking to make a wagging idle animation, there any chance anyone can give me a quick step by step or link a tutorial on how to do this?

magic harbor
#

Ugh weird problem. Model disappears when gesture plays with facial emote?

#

fingerpoint with expression = vanish
fingerpoint without expression = ok

clear yew
#

@magic harbor the first assumption would be that your shapekeys are broken. have you tried changing blendshapes without recording to an animation? Do they function correctly, or does the same issue occur?

I'd recommend checking blendshapes in both blender and unity, to narrow the issue down to either the editor, or the fbx itself.

If its the .fbx you may need to recreate all blend-shapes, or reimport the facemesh/remake the model

If its the editor, then try using a separate project (Or also check if your rig is set to humanoid in the model's import settings).

Thats about all I can think of..

void grail
#

so the animation starts and stops after about 3 seconds of him flying in the air, do you know any way of extending it?

#

if anyone could give me a hand it would be fantastic'

finite marlin
#

drag the end key frames further away to nearer 20:00

#

or however long you want it

#

@void grail

void grail
#

@finite marlin you mind if we take this to the PMS?

magic harbor
#

@clear yew I'm afraid I'm too new to even answer that completely. I did take the model into blender, add and edit a few things.. so it's quite possible I broke things. Though the lipsync visemes still work.. and the eyes blink.. but idk enough to say anything more. ha I need to learn about shapekeys/blendshapes next apparently. 🙂 Thanks for the help.

Actually, I believe the face used to be on a seperate mesh.. and now they are all on 'body'. Anywho, off to learning I go.

blissful viper
#

I don’t suppose anyone can help with setting up an idle tail animation?

clear yew
#

@blissful viper I can help with that!

magic harbor
#

Any links, or guides on shape keys, or blendshapes, or where to start on learning that? I'm not finding.. much. (maybe I'm searching for the wrong terms)

magic harbor
#

Ok, so I checked the blendshapes in unity.. and they seemed to work fine. Eyes blinked, mouth moved.. everything seems good. Maybe I would be better off just remaking the animations and going from there.

ocean yoke
#

some dont work idk why

#

ok dm me if u know how im gonna go

analog cedar
#

Does anyone know where I can find that animation where the avatar slowly starts floating upwards, kinda like it's being beamed up by an alien or something?

blissful arrow
#

so i'm making animations.

#

anyone know what some of the extra skin mesh renders do?

stark trail
#

@blissful arrow extra?

blissful arrow
#

theres like glossieness and emission what do they do extactly i know thats probably dumb but how does it work?

stark trail
#

generally you should avoid having more than one skinned mesh renderer on an avatar unless all but one is disabled at all times, unless for an animation

#

it sounds like you're describing a material anyway

#

or an animation adjusting a material's properties

#

what are you trying to accomplish / animate? screenshots appreciated here ^ ^`

blissful arrow
#

well (after taking parts from a nia model and a few clothes) i want to make the core cristal that nia has glow sutely.

round timber
#

I can't figure out why the particle system I want to appear when doing a gesture doesn't actually appear. The face changes though

#

have I done anything wrong?

warped spruce
#

how do I attach an animation such as the sitting pose to an action like z

#

does anyone know?

#

someone dm if you can help

clear yew
#

@warped spruce put it in the animation override controller under "Fall"

torn pawn
#

@warped spruce Z is Proneidle

wet silo
#

I gonna start making animation can you recommend a free cool animation?

elder wing
#

So i made the blinking animation for my character and it works in unity but not vrchat why ?

clear flicker
#

Are you doing it with a seperate animator?

#

I think that method doesnt work anymore

elder wing
#

Yea

junior python
#

Yeah that doesnt work any more

#

Instead i think you have to make a custom idle animation,

verbal kelp
#

Having trouble with avatars I downloaded gestures not showing up in game, completely new to this, tried to find a youtube video to help me but they are mostly custom made animations when the one i downloaded already came with some, any tips?

olive yacht
#

So I have a bit of a question regarding imported animations. One of the avatars I have has animations made with non-humanoid bones being animated alongside the humanoid (example: a cloak moving as if it was windy via animation). However, when I set the rig in unity to humanoid, it disables all animations from non-humanoid bones. In this case, it stops the cloak from moving at all. How do I go about preventing the rigging system from stopping non-humanoid bone animations?

#

The only way I've found to do this is to leave the rig as generic but that is very restrictive and disables a lot of features

proper hedge
#

@clear flicker the fuq? you can't blink with an animator anymore? how does that work?

clear flicker
#

I forget which one they broke

#

i know theres an old way of blinking that was removed

#

but its still the top tutorial

proper hedge
#

ooh it might be the legacy animation way

clear flicker
#

Yea something like that

proper hedge
#

animators should still work for it, it would be bizarre if that was now broken

round timber
#

I can't figure out why the animation to make an object appear in vrchat doesn't actually work
any ideas?

verbal kelp
#

Is there any way to rig downloaded emotes to your avatar? Sometimes they look deformed and / or twist the avatars leg waaay to much

vale saffron
#

is it possible to switch avatar meshes with a gesture?

#

like I want to have a normal texture for my avatar and when playing murder I want to switch to a scary clown texture

hybrid merlin
#

I'm sure it is possible. I remember seeing an avatar that switches to a bloody version when using a gesture

clear flicker
#

Its possible

inland summit
#

I'm trying to make a jojo stand style avatar, with the stand appering behind me on a emote toggle. the stand has an idle animation on it, but I was wondering if it's posslbe to have it play other animations, either when I do an emote or when I'm doing a hand gesture?
The only way I've been able to have it work so far is for the stand with the idle to deactive and another with the attack animation activate on a gesture, but it is kinda unoptimized so would prefer to do it the other way

proper hedge
#

@inland summit yeah that's possible

#

With behavior.enabled and animators

#

Need to know a few animator tricks though

clear yew
#

Hi

versed tree
#

hey im working in unity rn. does anyone know on how to get the texture to change during controller animation overrides?? trying to change the face tex on the victory and rock_and_rol anim. any help?

hard hornet
#

@versed tree Texture changes and particles won’t show up locally in the mirror. Have a friend with you when you test these kinds of things so they can tell you if it’s working or not.

versed tree
#

ahhhhhhhhhh oki

#

thank chuuu ❤

ebon widget
#

Oi?

ebon widget
#

BR????

placid copper
#

Canal do br esta aqui #portuguese @ebon widget If you want to speak portugeuse you’ll have to speak there. Sorry ):

mellow axle
#

How do i stop him to glitch to the ground when i start the animations?

clear yew
#

I don't know how to do dynamic bones.
It's been awhile since I've last done it

proper hedge
#

@mellow axle there is probably a property in the animation making you go down, maybe root T or something

#

You can also get stuck in the floor if you don't animate the armature in an emote

#

Or if emote is too short

mellow axle
#

it was the Root T , thank you @proper hedge

mellow axle
#

My animations only play when i activate them over the EMote menu, how to fix it so they play when i for example press shift + F4 (I did override the Shift+f4 key, but only the guitar "Spawns", the animation doesnt start

#

F4*

proper hedge
#

@mellow axle emotes work on your main avatar because for a fixed time they disable IK and let you animate the armature. with gestures(the animation overrides mapped to controller/keyboard inputs rather than the menu), it doesn't disable IK, and your humanoid armature cannot be animated(because IK is controlling it).

so, to make your armature animation work with a gesture, you will have to duplicate your avatar and animate that while your original avatar is hidden

mellow axle
#

@proper hedge and upload the original?

proper hedge
#

yes, your duplicate will live inside the original

#

you basically duplicate the avatar, remove the avatar descriptor from the duplicate, and put the duplicate inside your original avatar so it's a child object

#

overrides only animate child objects of your avatar

#

the root/base object of your avatar is the object with the avatar descriptor on it

mellow axle
#

Unhide the Copy and hide the Original while the animation is running?

proper hedge
#

you just have to hide the original Body mesh

#

and disabling it with a gesture is weird, as far as i remember

#

you have to animate the skinned mesh renderer on the original Body mesh to disabled

#

that will make it invisible

#

then you animate the alternative avatar on

#

the alternative avatar will have an animator component on it already

#

you need to set it to Always Animate rather than Cull Update Transforms

#

then put your animation clip into an animator controller, or just drag the clip onto the duplicate avatar

#

if the duplicate avatar object has an animator on it that is playing your clip, and the animator is on by default(as it probably will be), any time you enable the duplicate avatar object, it will play that animation from the start

mellow axle
#

Alright gonna try it later. Thank you

proper hedge
#

@mellow axle as a note because i can kinda tell what you tried to do originally

#

gesture overrides can only be 2 keyframes

#

a starting keyframe at 0:00 and an ending keyframe at 0:01

#

its not like an emote where you can have a length

mellow axle
#

mhmm... then i have to use the Emote menu

proper hedge
#

well, it's okay, because you are playing the animation with length on an animator component rather than via the override itself

#

the override animates an object on, and the object has an animator on it

#

that way you can animate things with length, but the job of the gesture override is merely to animate constant properties

#

@mellow axle basically, try to understand the unity animator system. youtube some videos on animator controllers, and state machines

#

the way you use animators in vrchat is very limited so you do not need to grasp anything advanced

#

just know what the component is and how to inspect what it's doing

#

you need the animator window to be in your editor somewhere

#

its not there by default

mellow axle
#

alright

#

thanks!

cedar cobalt
#

none of my hand gestures are working

lament prism
#

How can I have a gesture where I pull out a hypothetical gun so that instead of automatically shooting, you press another button that triggers the shooting animation?

brittle flicker
#

Do crouch animation overrides just not work anymore?

cedar cobalt
#

@lament prism make the gun on one gesture and hold it

#

then on the other hand have the firing animations so it shoots when it the second had gestures

proper hedge
#

i wish people would just toggle the gun on with a gesture and work from there

#

i always hate seeing people do a jank hand interface with 2 guns, 1 that idles and 1 that fires

#

on 2 gestures

#

gross

#

for example, hold handgun -> gun appears. press handgun while gun is out -> fire gun

cedar cobalt
#

how do i rotate my mesh particles

#

idk how to rotate that

torn pawn
#

@cedar cobalt in render tab set to Align to Velocity, then in starting 3d rotation adjust so it faces correct way

cedar cobalt
#

i got it in a different way

#

im stuck on anotehr part not XD

#

im tryna get a trail on teh rocket btu have it glow

#

like an actual rocket but idk how

torn pawn
#

you have to have it align to velocity

cedar cobalt
#

the lighitn trail?

torn pawn
#

no, the rockets

cedar cobalt
#

rockets i got

#

theyre good

novel lotus
#

Ok I'm most likely doing something stupid here, but I need help cause I don't know what to even google...
I'm just trying to switch the check marks in the animation to swap the model when the animation starts..
However I click to change them, then when I click play, they just switch back to normal...IDK how better to explain that, but it's like the preview mode keeps turning on and swapping it back...

#

So that's what it should be, then I click play to see it, and it switches during the viewing...

proper hedge
#

How long is the animation? Maybe you have other keyframes at different value

cedar cobalt
#

how do i have my particels face the direction of the abrrel of spawn?

still torrent
#

Ever heard of positioning it on the barrel

#

Move it up

#

So the launch of the rpg is up more

proper hedge
#

you have to align to velocity

jade bobcat
#

how do you stop the hands from looking weird when you sit? whenever I sit on a chair in game the fingers curl up in an odd way and I would like to stop that from happening. do I need an idle for the sit override that just doesnt do anything to the hands?

#

I should clarify by saying I dont currently use an idle override, so its at default

brittle flicker
#

What are the best settings for audio sources that won't sound too quiet but also won't blow people's eardrums out?

clear yew
#

usually around 0.2 - 0.3 for normalized audio clips

#

(in worlds)

cedar cobalt
#

@proper hedge how?

jade nebula
clear flicker
#

cool but why

jade nebula
#

Why not?

clear flicker
#

just wondering context

jade nebula
#

I have yet to see anyone in game with any vapes, my brother and I both vape so I figured I'd hook us up with some custom content

jade nebula
#

Just noticed I should make him fall hard/quicker on the back of his heels as he comes down, think that'll be more effective for the next part of the animation which is a rock forward

spark frost
#

curious question where do you make animations for your avatar on unity or on blender/3dmax/3d software?
Thanks o/

lethal rampart
#

so here's an animation question. in vr, the way it normally is supposed to work, is your head is tracked by the headset and youir controllers track your hand position. so the effect when running is your legs run while your upper torso essentially stays upright in your real world position.

Now, in my avatar, for whatever reason, when I run, my body essentially ignores all of this. the upper body follows the regular run animation instead, with only my hands staying relative to where they should be. the result being when i look down while running I see my body bobbing down and up, as if my viewball was entirely separate from my head. my viewball stays where it should, but the ik is clearly not actually recognizing that the head should be staying in place too. what might cause this? proportions? mismatched height? Ive used avatars with mismatched height before with no issue

jade nebula
#

@spark frost I make my animations in Maya

oblique hawk
#

hallo

i have a problem recording avatar parts in blender
here is a short preview:

https://streamable.com/s/awoyh/aunmks

so how i can fix that or...
is there some step by step tutorial for beginners how to animate anything in blender
and after that...
how to properly export animation into unity

please help

elder wing
#

How can i add audio to an animation?

ionic nova
#

@elder wing add audio inside your model, turn it off, inside an animation turn it on, keep checking play on awake

elder wing
#

@ionic novathank you!

stoic breach
#

What the heck, does anyone else have a problem with dynamic bones not uploading

vale dirge
#

first time using visemes, what am i doing wrong here? i based it off the example model

#

ah, fixed, it wasnt rigged to its bones

zealous lotus
#

can someone help out with this situation:

Ive made a custom animation with some facial expressions...È
problem is, the animations seems to loop very rapidly, or get reset by something.

the model i took seems to have some default idle animations with the ears, which is what i am working with.

#

the animation is very simple, and splayed on two separate frames.

#

both of them with the same keyframes

#

result is: i flip very aggresively my ears in rapid succession.

spare shell
#

i know this is probably a simple question but im still new to unity so
how do i make a gun that i have attached on my back go to my hands ? i couldnt find a video that explains it,
i have followed one video that made the gun appear in my hands, but the gun on my back didnt dissapear, ?

zealous lotus
#

ignore what i said, issue has been solved

fierce bane
#

@spare shell generally speaking, you just make two of them, disable the one on your back and enable the one on your hand.
There are other ways using a single object, but they require paid assets (which might still be buggy after recent patches)

If the one on your back isn't disappearing, make sure you're disabling the object in the same animation as you enable the other

spare shell
#

thanks! it worked

golden lion
#

hey so i got an index, and i guess im missing something, but it doesnt trigger custom hand animations anymore? they all have the same default

#

this is how it looked on oculus ingame too

#

but now when i do finger point, it just finger points (while holding the gun)

#

als o icant even do a peace/victory sign anymore?

proper hedge
#

your hand doesn't animate a pose anymore with the gesture

#

on index

golden lion
#

but why

#

who thought thats a good idea

#

is this final, or will they make adjustments to the system?

proper hedge
#

it's so you can do hand poses with the controller sensors

#

pretty sure its final for index

#

you can get around it

golden lion
#

damn thats a big oof

#

well no you cant? you cant animate fingers anymore no?

#

like holding my gun wont ever be possible anymore with index

proper hedge
#

you can use a dummy hand for guns and stuff

golden lion
#

why not give us a third toggle that allows for custom fingers

proper hedge
#

separate hand mesh and when gun is out, hide main hand mesh and reveal one that is weighted to bones you can animate

golden lion
#

wouldnt that make more sense then having some hacky workaround

proper hedge
#

yeah probably

golden lion
#

i hope its not final

lime jay
#

Is it possible to change animation speed in an animation?

#

For example spinning up a minigun, I have an animation for the barrel that makes it spin once 360°. I'd like another animation to control the speed of that animation

crystal vigil
#

hey, so when i try to use skinned mesh render to change my facial expression in the animator the new expression doesn't show on the model

crystal vigil
#

nevermind, figured it out

spice kindle
#

I found an avatar the other day that had a working cellphone where you could tap a song to play. How could I set that up or is it possible to do that without modifying the sdk?

rough tulip
#

Can anyone explain how to create an emote toggle to swap the model to another model in the Unity scene?

finite marlin
#

anyone know of any screen shader that darken the screen slightly?

lament prism
#

How can I have an animation that starts when the avatar spawns in, and doesn't loop?

proper hedge
#

you need to use an animator that is on by default.

#

turn off looping for your animation clip

crude aspen
#

Vrc cancerspace shader can darken screen.

serene lava
#

@rough tulip just have the two meshes for you character and then toggle the meshes. They'll have to share the same Armature though (unless you get fancy with rigidbody and constraints)

rough tulip
#

@serene lava I already have two meshes set up on the same armature but I can’t figure out how to set it to toggle with an emote

opaque mica
#

does turning off an animation's "loop time" stop the animation from looping if i assigned it to a gesture?

torn pawn
#

no, gestures are looping always, if you want a non-looping thing then enable an object that has a non-looping animation on it

opaque mica
#

got it.

#

how can i set an animation to run upon an object being unhidden?

#

nvm

clear yew
#

I'm placing an animation on an emote (EMOTE1), however the animation doesn't loop on it. How would I go about looping it?

arctic swan
#

@spice kindle Idk if someone answered you already or not, but I believe there's a vrc-trigger in the components menu of unity, so you can set it up so a button or something can trigger an audio source

#

I tried it once but I couldn't get it to work

brittle flicker
#

How would I go about making it so that my avatar's body looks like it's levitating?

#

By which, I mean slowly bobbing up and down.

fierce bane
#

@clear yew emotes are the opposite of gestures in that respect. Emotes don't loop (they have a maximum time limit around 1 minute I believe)
To make an emote "loop" you would have to set up a toggle system to either lock something on, or lock on an object and have the object run an animation.

#

@spice kindle You would want to use stop motion for that, lindesu would be better to help with that though, I've not touched it.

#

@arctic swan you can't use trigger components on avatars, only in worlds. See above for what you would do as a workaround.

arctic swan
#

Ah okay, my bad

fierce bane
#

@brittle flicker You would need to override the IDLE animations (for stationary levitating) of the avatar unless you want it just as an emote.

  • If using a humanoid rig for the avatar, you'd want fake leg bones (unweighted ones) or else they would stretch towards the ground because of the IK. (non-humanoid bones don't animate with idle/walk animations you'd just make a separate one and toggle it when you need to, just sync it up with the idle/walk/etc)
  • If generic rig, no one will see them until they (maybe) fix the networked IK for generic avatars. (IDLES seem to sometimes work)
brittle flicker
#

I'll give that a try, Himeki.

#

I have an existing idle animation that makes the avatar levitate, it's just that the game sort of makes it "stop" at around the hip or so, so it only looks like the dress is levitating. LOL

spice kindle
#

is there a tutorial for stop motion?

proper hedge
#

@spice kindle me lindesu and no, sorry no tutorial yet, though i am writing stuff about it that i will publish eventually. people usually just ask me about it and i explain it

#

it's stop action btw

#

there is a particle system module option called stop action

#

you can use that option to start an animation when a particle dies

#

for a cellphone/button panel implementation of this, you are probably looking for this package

#

unfortunately in the past few days i have refactored this package and the guide video that used to apply, no longer does

#

i was literally writing a new guide right now though

fickle slate
#

is there a way i can play a sound upon collision with lightsaber? im trying to find a way for it since im working with one of my star war avatar.

proper hedge
#

@fickle slate yeah its possible but would be a semi difficult project to do it in a satisfying way

#

swing sounds is easy

#

but putting the saber in a wall and having it do the right thing would be a little bit of setup

#

nobody would do it for free imo

fickle slate
#

is it with scripting or without scripting?

#

im pretty sure scripts aren't allowed to begin with

proper hedge
#

it would require final ik and stop action animation

#

final ik/animators/stop action for the swinging noises, stop action and animators for the stabbing noise system

fickle slate
#

hmm. is there a video tutorial for it? i doubt there is one

proper hedge
#

no there are basically very few people that are familiar enough with avatar component stuff to teach it and there are no proper tutorials videos for exactly what you would need to do

#

i made an on slash animation kit that would be extremely useful, and that does have a guide video

#

but it's a minimal setup video for the extra version and you need to know how to use the basic version

#

this is the extra version preview, which is technically not the right version for the effect you'd want with a lightsaber

#

this is the package

#

you'd want the basic version, not the extra

#

it's easier to set up

#

but it's got no setup guide like the extra one does

#

applying it for your case and customizing it is possible but you might struggle if you don't have experience with esoteric avatar component stuff, which is understandable

fickle slate
#

alright, i'll figure out eventually. thx for info

finite marlin
#

anyone know how i can make a 3d object into world space so it doesnt move with my perspective in game?

flat cipher
upper locust
#

Hey guys! does anyone know how to use mesh particles that might be able to help me out?

proper hedge
#

@upper locust sup

clear yew
#

when ever i load my avatar in unity he is standing in this pose from the scenario emote, is there a way to get him back to T-pose?

mental relic
#

can someone help me configure a avatars custom run/walk animations? only the person using the avatar can see them. to other people your just sliding around doing the custom idle

mental relic
#

never mind... i just read up on it, and its because of some IK update to vrchat which made those animations local...

spice kindle
#

Thanks for the help lin, I guess the thing i'm missing though is: how can you enable another game object by disabling a game object?

iron comet
clear yew
#

What if I already have something in the controller?

iron comet
#

Remember what it is. You can go back to it after you do this

#

Also remember to make a duplicate of your avatar if you are going to be working on animations. This problem is quite common and it is better if it messes up a throw away duplicate then the original.

mental relic
#

i have a question for the dev team. why did you make some custom animations local instead of global?

#

unless i shouldnt be useing the animation override thing.

mental relic
#

im ripping my own hair out trying to get my custom walk/run cycles to work globaly so i dont look stupid just sliding around for everyone in the server but me.

#

i thought that i would get help here. but everyone is just ignoring my cries for help. is there really NO way to get custom walk and run animations to work globally? because if thats the case, thats the biggest bunch of crap i have heard. why even have it as an option if onlyYOU can see them?

clear flicker
#

Is the model humanoid?

mental relic
#

thats the thing. it cant be humanoid because it doesnt have a human skeleton

clear yew
#

generic animations are broken last time i tried if thats what you are using

clear flicker
#

^

#

You cant do generic custom anims anymore, they broke that.

clear yew
#

they killed my poor doggy : (

mental relic
#

uuuuggghhhhhhhh..... how am i supposed to even get my avatar to animate then

clear flicker
#

Make in invisible humanoid skeleton, then rig the other object independently and animate it that way

clear yew
#

yep i've seen people doing that and it worked

#

but they should fix generic animations

mental relic
#

if your telling me to animate something that i didnt animate because it came from a game, then i guess i wont be able to get this avatar to work

clear yew
#

yea im sorry i lost all of my generic models too

mental relic
#

why did they do that to begin with?

#

animations isnt exactly a laggy thing if they dont have any effects to them

clear yew
#

generic avatars are barely used,they updated/changed something and it broke the animations

#

but since almost nobody uses it they probably wont fix it right now since they have higher priorities

#

its sad i know

mental relic
#

i have tried to rig my own avatars, let me tell you this... DONT use blender's automatic weigh paints

#

i dont even know how to weigh paint to begin with, so now im screwed

clear yew
#

is it humanoid?

mental relic
#

yeah, the rig i made was humanoid, and vrchats animations worked for that avatar, but because of blender's automatic weigh paints, it messed up the model SO bad

clear yew
#

usually gets the job done

mental relic
#

but if you have an avatar, like a skeleton for example, mixamo wont even detect that your using a model

#

or rather, it wont detect that the points are on a model

#

in my opinion, mixamo is useless if you dont have an avatar that is the size of a normal human

#

i really hope the vrchat dev team fixes generic avatars... because if they dont, i wont be able to even make avatars anymore.

#

and the ones i have made people wont take seriously

#

because its just doing a idle animation while sliding around

sour hazel
#

Hi I just started using unity recently and I can't figure out how to get the blink animation to work right

#

I added the animation I made to an animator controller and got my model blinking, but in vrc the model doesn't blink unless I switch gestures and if I move, the blinking stops. If someone doesn't mind helping me out that'd be awesome

tepid mango
#

Now its time to O P T I M I Z E

lavish scaffold
#

@sour hazel Where did you add the blinking animation? The animator must be in the part called "body"

sour hazel
#

I was actually not using the blink animation, but wink instead. Everything is in Japanese so it’s hard to understand

spice kindle
#

So an update to my question from yesterday (for anyone who is curious) after I looked at a prefab that did this on a site that must not be named lol, Seems the sub emitter of a particle system doesn't have to be a child of it. Assign it while it's the child then move it somewhere else. When the sub emitter particle ends it resets itself.

clear yew
#

how do you keep an animation within world space yet have it consistently spawn where you want it to? I know you can have an object spawn within world space if you put a empty controller on a fixed joint and check root motion. but once its disabled. it stays there relative to ur avatars position so when u do the animation again it goes off position. to get it rite i have to reload the avatar.

spice kindle
#

I noticed in unity at least that if you have a fixed joint on the object but leave its target unassigned it connects to the world itself and prevents the object from moving. You could exploit this with an animation controller on the object you want to have stay put but reset when you call it. You need two states in your controller, one that enables a configurable joint to move the object with you, and one that enables the fixed joint to lock it in place, switching from one to the other after a short time (a few frames). Then to move the object you simply disable it and enable it again.

heady sundial
#

Just an FYI for next time

spice kindle
#

I've not tested whether that object is indeed fixed in vrc though. for the configurable joint set all axes locked (rotation and position) and set the anchor off auto and to 0 position

proper hedge
#

@spice kindle it's an animator trick, fundamentally. when you turn off and back on the parent of an animator, when the animator plays again it will play from the first state

#

so the idea is that you stop the first run of the animator so it skips the first state on scene start

#

then you use an animator to always enable the object that has the stop action particle on it

#

when stop action causes the disable to happen, the object is forced back on the next frame

#

this resets the animator, making it play the first state

#

the first state animates whatever values you want

#

or rather, it starts an animator which then animates the values you want

#

the second state, the one it rests on after it gets reset, animates the stopping of the animator that animates your values

#

@clear yew you have to animate a reset of the object the joint is on

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when you stop an object in world space and move or rotate away from it

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you are create an offset between your transforms and the transforms of the object that isn't moving with you

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it's still a child of your avatar

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when you turn the joint off, it'll move with you again

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when the joint is off you need to reset the transforms to 0, so its back under whatever object it's a child of

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this has an emote and a gesture example of a world fixed joint with a reset

clear yew
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ooooh okay ill have to try that out later

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thanks!

proper hedge
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@spice kindle also dont use the vrcmuds stop action package. it's almost a year old. retro sells an updated package with extra functions and i have one on my github

spice kindle
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I just needed to get the concept that the mechanism exploits. It's specifically the sub emitter reparent part that I didn't get till i looked at the other prefab. I can devise my own systems from there. Thanks for your help though

proper hedge
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@spice kindle you're probably still going to want to reference a package that isn't the vrcmuds one, as a heads up. that package does some stuff you shouldn't/don't need to do

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biggest things are that you shouldn't pulse the enable particle, you don't need a flicker fix if you are not pulsing the enable, there shouldn't be a suspend in the on logic animator, and a reset animator is unnecessary

clear yew
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someone halp me i cant get animations working >-<

somber lantern
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Anyone have a tutorial of sorts on how you can add dynamic bone scripts to avatar animations via Unity?

flat cipher
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Same way you would add them normally. If you want them on only when animations play the add them and disable. Enable in the animation

tepid mango
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Optimized animations btw

primal pawn
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Yikes

clear yew
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shaders.

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end.

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its literally shaders, you need to either find one or code it yourself. it looks like the above image is really aids because it wouldnt be stereo correct.

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also that was for when u was asking to shake peoples screen^

clear yew
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might as well not delete stuff

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makes the conversation confusing.

primal pawn
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That is also a yikes i thought he got banned

clear yew
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Can anyone help me about how to make particles that make you look like you are throwing something ? a video would be good too

primal pawn
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Depends on what you are trying to throw?

clear yew
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it is supposed to be an object presenting to be a sphere of liquid

primal pawn
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Mesh Particles then?

clear yew
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yeah- do you know a tutorial video for it ?

primal pawn
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You just go into the render Tab and set It to mesh and have the mesh In unity

brittle flicker
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How can I make my avatar float?

clear yew
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anyone has crawling animation?

drowsy bay
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How long can a animation be in VRchat?

proper hedge
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Indefinite, depending on whether you're using an animator or trying to animate within the override

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Gesture overrides are 2 keyframes at a constant value

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Emote overrides last like 30 seconds or something I forget. It's a fixed amount

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If you need something longer you use an animator started by the override

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And you might have to compromise on the design of the animation

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Like animating your armature vs animating a duplicate avatar's armature
@drowsy bay

red laurel
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isn't somebody know this emote

dull sleet
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@here Hi everyone, I need help to create an animation in unity. I want to create a chargeable attack that varies in effect depending on the charge time. Does anyone know how i need to go at this to make it work. I tried a few things that didn't really work so far.

brittle flicker
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You'd need a script for that, @dull sleet.

dull sleet
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mmm , but aren't script not permitted in vr chat .

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cause i've seen a few avatar pull off that animation, most of Toga's and Ikita and i'm interested in making my own.

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@brittle flicker or is there some script that are tolerated ?

brittle flicker
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I'm pretty sure scripts still aren't allowed yet, but I'm just saying that's the only best way to achieve what you're after.

dull sleet
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mmmm.... ok. Not that i don't trust your answer but since a good amount of public model have those , do you think they might have made it happen differently

brittle flicker
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Another possibility is that they modified the animator.

dull sleet
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Is there a way to animate an object outside the object with the animator

brittle flicker
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You mean, you have an object with an animator, but you want to animate a completely separate object with it?

dull sleet
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yes

brittle flicker
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Animators are restricted to the object they're bound to.

dull sleet
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Damn it...

brittle flicker
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But I'm pretty sure they can apply to all children of the object they're bound to.

dull sleet
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yeah but that's my problem right now

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i need a way to reset the animation without turning the object off.