#animation

1 messages · Page 116 of 1

frigid heart
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how fix again

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I remember you need to delete the 2nd frame row or something

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whilst recording

fierce bane
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top second pin in this channel

frigid heart
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Ofc it would be

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xD

fierce bane
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duplicating for any animation is the easy and safe prevention though, you can always delete it after

frigid heart
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Yep thats how i always do it, just must have forgotten to click off the right one after hiding it

fierce bane
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heh, I've done that too, technically you can just swap the duplicate and normal if you do that btw

frigid heart
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Hmmm

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2 l8 now

fierce bane
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it's an exact duplicate anyway, no difference except the name

frigid heart
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Dupes gone

fierce bane
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ah well, future knoweldge

frigid heart
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Indeed

cold pulsar
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Yeah but if you use the dupe it's not the SAME

fierce bane
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yeah then you're only a CLONE

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and are you really you if you're a clone?

cold pulsar
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Exactly I only use OG avatars, no clones or dupes smh

frigid heart
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hahah

proper hedge
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@frigid heart what are you trying to do? By emote, do you mean gesture?

round basin
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Hello! (Hopefully) Quick question; Are avatar emotes hard limited to 60 seconds? or can I make it last the full 90?

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I'm just assuming there's a way since the animation I got lasted 75 seconds by itself... would be weird to do the extra work for nothing.

sharp badge
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If I'm not mistaken it's only 30 seconds that emotes are limited to, not 60 or 90

round basin
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nah mine's getting to exactly 60 seconds and ending.

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But it seems like there's just a hard limit... which is weird then, why would someone make this 75 second dance emote for a VRChat avatar if the limit is 60 seconds?

clear yew
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Because they didn't check the whole thing probably

odd latch
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or, you can make it a toggle and it can last indefinitely

odd latch
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what layer do I use to make particles interact with world objects? Like the targets in madcat, or the moon in avatar testing, I think I saw it destroyed once
I've put collision force on my projectiles and I was wondering why they couldn't interact with some world objects but I am able to put cracks on the mirror in avatar testing.

cold pulsar
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Pretty sure that depends on the world. Usually the default layer is fine but the world maker could change the layers around for no reason and then your stuff wont work

odd latch
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I guess, I just assumed that, being classic maps, avatar testing and madcat would have something like standard settings when it comes to world layers, and other map makers would follow suite

fierce bane
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they'd have to make it public and get people to follow along

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generally speaking, if you have it collide with everything but UI it should work

cold pulsar
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Not that im aware of, for example, half of the first floor on the pug is a different layer than default for reasons

odd latch
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my projectiles do collide with the objects because the subemitters on collide does trigger, it's just that the world objects don't react as intended

fierce bane
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I'm not a fan of the pug due to the aggressive forced respawn if your collider slip outside

odd latch
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apparently, there's a puzzle chain on the pug, probably the reason for different layers

fierce bane
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world objects aren't all that likely to react TO your stuff unless they're designed to

cold pulsar
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Theres no way to know what world makers are doing with their worlds or what layers they use. Most worlds use the default layer on EVERYTHING as people just dont change layers half the time

tough lodge
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Yo, I got a question my guys. I made an animation where my character pulls out a sword with blendkeys when I do rocknroll

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but when I release rocknroll, the sword veeeery slowly shrinks back down over a couple of seconds, even though it's a one frame animation

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Is there a way to fix this?

sick loom
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Add one more frame to your abimation of the sword

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Same exact frame position just 0.01 ahead

spring nova
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then it's not a one frame animation. You may have one keyframe (the little gray diamonds) but you need a keyframe at both 0:00 and 0:01 in order to make it actually one frame. Otherwise it defaults to one second (1:00)

tough lodge
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Yeah, it has two frames of animation, at 0 and .01

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unless I'm doing it wrong and I'm accidentally putting it one second ahead instead of doing it one frame ahead

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Is this one frame ahead or did I set it up wrong?

sick loom
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Can you zoom in more?

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If yes than you did put it on 1 sec

tough lodge
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I can't zoom in more

spring nova
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no you probably need to zoom out

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if there's one at 1:00

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which can be placed automatically if you do add property

tough lodge
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There isn't one at 1:00, I checked that also

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I'm just gonna redo it with hiding and unhiding separate meshes I think, maybe I can do it with shapekeys later when I'm better 8)

spring nova
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it's a problem with the gesture system as a whole, not shapekeys specifically

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if that animation is fine, then it may be other animations. Or perhaps you even fixed it already without realizing it, and all you need to do is reupload

tough lodge
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Okay, I reuploaded, but the problem is like...

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it's like rocknroll is sticky now, I guess?

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My hand doesn't want to go to the next hand gesture until a few seconds have passed

spring nova
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yes, the transition away from the gesture is 4X the length of the animation. It's meant to last 5 frames, but if the animation is 1 second it will last 4 seconds

tough lodge
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weird!

tough lodge
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Have y'all ever had an issue where you like... stick a particle system on an arm, set it to Render with a certain gesture, but when you get in VRchat it's floating in its default position no matter what?

fierce bane
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@tough lodge what exactly do you mena by "default position" ?

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If the particle system is set to global simulation, any particle spawned will stay where it spawned unless it has something acting on it.
Also if it is set to global sim, you need a physics object (ik follower or rigid body on body part and fixed joint with particle outside it) in order for it to be in the correct location.
Otherwise if it's a local sim particle it should stay attached wherever you put it. (if it's not supposed to stay in world space it should be set to local sim)

tough lodge
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It should be local, but lemme look

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basically I mean it stays where I put it originally, even though moving the bone around in Unity moves the particle system too

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It's supposed to look like this nonsense, but going in-game, the particle system ignores any bone movements and just chills shooting downwards and to the sides, just like that

fierce bane
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a flamethrower? those are generally made with global particles so that the ones it fires outwards don't follow your arm movement once they leave your hand (keep going in same direction after you move)

bitter gyro
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Broken rigidbodies maybe.

fierce bane
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⬆️

bitter gyro
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That aren't attached to any joints.

fierce bane
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other way around, but yes

tough lodge
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Should I like... add some empty rigidbodies and slap the particles in them and attach them to the bone joints, you think?

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It's just weird to me that I can move the arm in Unity and the flames come with it, but in-game the particle system doesn't move at all

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The flames are actually working great, if I could aim them

fierce bane
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rigid body sits on the wrist/gun/whatever
Fixed joint has that rigid body set in it, and is outside the armature, with the particle under it

bitter gyro
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Can have rigidbodies without joints. Can't have joints without rigidbodies. 😏 "Other way around".

fierce bane
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sure you can, but the fixed joint is the one that points at the rigid body and says "I follow that" so the joint would likely be the one messed up and missing the rigid body target is what I meant

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unless you were saying missing the target rigid body at all?

bitter gyro
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Rigidbodies that aren't on hands and thus not being referenced by the joints therefore the joints don't move.

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The issue is a missing rigidbody reference.

fierce bane
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good point, so either way around then, my bad

tough lodge
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Funky! Okay, I'll give adding a rigidbody a shot. I thought it'd be enough to just have it slapped directly onto the armature, but now that I'm thinking about it, when it's worked before for me, I had it sitting on an object attached to an armature instead...

fierce bane
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not with global sim particles...vrchat is weird that way

tough lodge
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Well, thanks, y'all 8)

fierce bane
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if you have it directly attached to the wrist right now you could try just using the VRC_IKFollower on the wrist and put your particle under that

bitter gyro
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Would be better anyway. It'd work in every instance.

tough lodge
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I'll give that a shot!

clear yew
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why my avatar sitting in unity?

clear yew
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Do you mean the default muscle pose?

clear yew
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fierce bane
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@clear yew 2nd pinned message in this channel

rustic mesa
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is it possible to make the head of an avatar grow during an animation?

fierce bane
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sure, just scale the head bone, or use a shapekey that does it

rustic mesa
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but when i do that it reverts back to normal

fierce bane
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animations revert back to normal when they end, yes...you'd need a toggle animation, like an inventory system for example to get around that

rustic mesa
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how do i do that?

rustic mesa
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ok it shows the new size values when i disable preview do i need to have it show up with preview on?

rustic mesa
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this isnt working and its so frustrating how do i even get it to work?!

odd latch
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you want an animation that makes your head grow bigger and it's permanent after the animation?

rustic mesa
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not permanent

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just when the animation is running

fierce bane
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hit record, set the scale of the head to whatever increase you want it to be

rustic mesa
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I did, but it just reverts to it's original values

odd latch
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during the animation?

rustic mesa
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Yeah

odd latch
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I think he has that curve issue where the value drops back to default right after the keyframe that increases size value

fierce bane
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click "curves" at the bottom, a screenshot would help

rustic mesa
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the curves say the desired size

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but the numbers on the left say the original values

fierce bane
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restart unity...that's acting screwy

rustic mesa
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does it usually happen with unity hub?

fierce bane
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not a common thing, every program can glitch out though

rustic mesa
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it shoes the new size when i disable preview

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but when i enable it, it reverts back

rustic mesa
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is there a way to force the animation?

fierce bane
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did you restart?

rustic mesa
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yeah

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but it still does that

fierce bane
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it sounds like the animation is in reverse...as in you set the values and then recorded it at 1.00

rustic mesa
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i think i got it to work

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but im not really sure

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nope didnt work

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actually im getting an error on the inspector

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a binding warning

fierce bane
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you're not adjusting position or rotation right?

rustic mesa
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right

fierce bane
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go to blender, make a shape key that does it...your issues is you cannot animate the humanoid bones at all

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Sorry, I thought scale worked fine...
You could technically get around it by having a dummy bone as the rig's head, and having the actual head parented to that...then scale it...but no real reason to do it

rustic mesa
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yeah everything that i import in unity that comes from blender ALWAYS screws up somehow

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so im just gonna use a dummy head

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wait

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how do you change the animation to a humanoid clip?

fierce bane
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using animator. properties for the animation instead of normal transforms

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I don't think there's any for scale, but I could be wrong

violet sundial
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hi im a bit new idk if there is a easier way to do this. like maybe posing the model and making the legs not weight painted to anything but. i have a Raven avatar from teen titans. and i want to make a walk cycle where she just floats around with her legs crossed. what would be the easiest way of approaching this even if its not with animation. i just didnt know where to put this

fierce bane
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@violet sundial In blender, you want to create a second pair of legs, that second pair of legs you leave un weighted, and assign those as the legs in the Unity rig setup.
Then animate the legs with weight to them how you want.

The only issue with this atm is that the Networked IK doesn't transfer the info needed for non-humanoid bones in custom animations except idle. (it doesn't transfer the x/z movement across the networked IK, so others wouldn't see what you would)

A gesture can still do it just fine though, as it says "do this" instead of "if moving, do this"

If your idle has the legs where you want them already though, the other humanoid bones would animate properly.

odd latch
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how do you make limbs not follow controller/tracker movement? I'm just curious, I'm not planning on making idle/movement animations any time soon.

fierce bane
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By having a fake skeleton for anything you want to animate outside of an emote

violet sundial
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@fierce bane how would i make it so there is no bobbing from the walking animation

fierce bane
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@violet sundial I haven't tried to do so, but I think you would need to make a custom walk animation and have the root not move?

violet sundial
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the root you say hmm

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do you mean hips?

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@fierce bane

fierce bane
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humanoid animation, one of the options should be root

violet sundial
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i found it but

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its not letting me disable or remove anything

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its all greyed out

fierce bane
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I did say you have to make a custom one, not edit it

violet sundial
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oh sorry im a bit tired

fierce bane
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you might be able to ctrl+D to duplicate it, but I'm not sure if that works or not with those

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but you should really make a custom walk animation if you want it to look good while floating

violet sundial
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hey @fierce bane im really sorry to continually keep pinging you but is this okay im not entirely sure if im doing this right it keeps giving me errors because the weightless legs im using are not children of the right bones

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also thank you for the help

fierce bane
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it's not parented to the hips, fix that

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the parenting should be the same if they're going in the humanoid rig

violet sundial
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😮 oh yeh uh ye i knew that .... XD

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i kno this is another form of the bicycle pose that happens when you enter preview or record. but i forget if this matter will this happen to my in game model when it animates im really new to making animations for things other than particles and what not

violet sundial
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yeh its not working im not sure how to do this

violet sundial
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im at a loss @fierce bane if i delete or change the root positions to 0 it does that in the picture what exactly am i supposed to do?

fierce bane
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you don't change them to 0, what you're seeing IS 0, set them to a proper height but keep it constant

chilly kernel
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i wanna add song that plays from my avatars headphones but since audio stuff in vrc been updated so many times is there anything specific i should add or do to it

clear yew
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Nope, you do it the same way you always have.

chilly kernel
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bnut onsp script isnt a thing

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and animating the normal audio doesnt turn it quieter or decrease the range

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the range is bit too long

cold pulsar
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It's not onsp audio anymore it's a new component. I'm pretty sure it's called audio spacializer but you can read about it on the docs

chilly kernel
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oh wait is it the VRC_spatial audio source

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looks similiar to onsp

cold pulsar
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Yes

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Look up the docs for info on what the settings do

chilly kernel
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seems like every single one of the settings have something to do with range

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exept gain

cold pulsar
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Should be able to change range and the graph that explains the range

chilly kernel
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yis thanks 😄

bitter gyro
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It's essentially the old component. It even bugs the game the same.

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Don't worry, not much has actually changed.

gaunt wing
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anyone in here mess with inventory system for avatars?

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I'd like for the fingers to be wrapped around the gun when I do the enable emote

bitter gyro
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The only real way to do that is to swap hand meshes with the emote also. @gaunt wing

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Otherwise, IK takes over.

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You'd have a duplicate hand, posed to hold the gun. And your actual hand would either be a seperate mesh or seperate material that you would hide.

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Since inventory system, probably just a separate mesh.

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So it'd require a hand mesh for the gun and the original hand to be a separate mesh.

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And you'd swap them.

odd latch
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How do I make my audio source not the loudest at its center? I want it to be equally loud within a 10m radius around the source
I changed the curve min to 10 but it's not working in-game, at least not as I want it to be.

cold pulsar
odd latch
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I tried that, still a point source, maybe I messed up the audio sourced for tweaking too many settings

cold pulsar
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I dont have any experience with it tbh so gl. Just wanted to make sure you're aware of the docs

odd latch
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through trial and error, I kind of made my audio sources immersive for what they are
despite the tooltips, I still don't understand what the settings on the vrc audio component are for, probably because I'm confused why it's necessary when the audio source component already has the same settings

bitter gyro
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@odd latch Tried the 2D-3D slider in the audiosource's settings?

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It'd be set to 2D for that use case.

vital peak
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I have animations but I need to put them in animation controllers to put on the model, anyone know how to?

fierce bane
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what kind of animation? what does it animate exactly?

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@vital peak depending on what you need it to do, suggetions would be different

vital peak
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I have a model, which I want to basically dance, and I have an animation for it, but the animator on the avatar on uses animation controllers

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and the model is not my avatar, it's a separate part of the animation

gaunt wing
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anyone here have a muzzleflash prefab with light sources and stuff? Trying to work on that gun still

fierce bane
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@vital peak so you want to activate a separate model that has a dance animation?

twilit oak
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I completely forgot, what was the regular solution for fixing "Binding error: (S)ome Generic clips animate transforms..."

fierce bane
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@twilit oak animations affecting humanoid mapped bones must use the animator.<something> properties, not directly adjusting position or rotation, scale doesn't work either.
So most likely you have something messing with those transforms.

twilit oak
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Thank you! I'll check that out

near meadow
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man. search system's still busted. alright, is there any better way to make chairs besides the default prefab? it plants my avatar there, but as everyone here already knows, it ruins gestures and expressions and all that

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the only way to make it work would be to make my own override for my own character i think? with her gestures? hm

clear flicker
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Sitting gestures and animations are separated from standing ones yes

cold pulsar
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You should have an animator for "custom sitting" and "custom standing" slots in the avatar descriptor. Can use the same one if you don't override your idle

vital peak
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Trying to put an animation onto a model but the model will just stand still when I press play

cold pulsar
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Wheres the animation? You don't really want it to play automatically in game.

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If you have an animator component on one of the ancestors of the thing you want to animate you just need to set it up so that the anjmator plays the animation on start.

hollow perch
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Also @vital peak make sure your animation was imported as humanoid if your model is humanoid

fleet stirrup
bleak raft
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question how do i bring the red bar so that it hits the 1 so the face gesture animation can go from 0 to 1

fierce bane
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@bleak raft are you saying you want it to slowly change from 0 to 1?

bleak raft
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in the video theres a guy saying to make sure the animation is from 0 to 1

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or am i getting it wrong

fierce bane
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I don't know what you're talking about there

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what are you trying to do exactly?

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just the best description you can do

bleak raft
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add facial expressions into open hands

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but im afraid of the red bar you see not reaching 1

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like where it says 0:00 and then 0:01

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or do i need to not pay attention to that

fierce bane
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it works exactly the same as everything else in gestures
The only difference is that you set it to 100 for full effect instead of 1 like a lot of other components

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so at 0:00 and 0:01 you should have it set at 100

bleak raft
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is it set to 100

fierce bane
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as long as both keyframes are set to 100 you're good

bleak raft
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both keyframes?

fierce bane
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the diamond shapes are keyframes

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so frames 0:00 and 0:01 should both be the same (or it will flicker)

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I'm pretty sure that's also what the video you mentioned was saying

bleak raft
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do i need to worry about the red not reach 0 i mean

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@fierce bane

fierce bane
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No. Though I'd suggest zooming out and making sure it isn't going out to 1:00 range just to be sure

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if you drag on the time bar where that red is you should see the hand and face in the same position on both 0:00 and 0:01, if so, it's working fine

bleak raft
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how do i zoom in

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@fierce bane

fierce bane
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zoom out
You can either click and drag on the edges of the horizontal bar, or you can hover over the keyframe area and scroll the mousewheel

bleak raft
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loooks good?

fierce bane
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keep going untill you see 1:00 to make sure you don't have any auto-added keyframes on it

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otherwise from what I can see it looks fine

bleak raft
fierce bane
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no frames, should work fine

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also, ALWAYS turn off recording once you've recorded what you want (prevents accidentally messing it up with other changes)

bleak raft
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@fierce bane

noble shell
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Just means they are used in that animation

fierce bane
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if you unclick preview you'll see that vanish

bleak raft
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waiiiit are you the thulen i know

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ohhh i see i see

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now its ready to put into hands open in the over ride correct

noble shell
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Probably not im barely on Discord, mostly just stand in vrchat doing random stuff

bleak raft
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are you a friend of cheeky

noble shell
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know a few , if its Pea then yeah

bleak raft
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yeah\

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its her

lime crown
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i want to make an emote stay in loop untill i cancelit by moving, how do i do that

bitter gyro
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Can't really make an emote loop, but you can make the emote toggle something that drops in world space but is killed when a trigger collider that's on the avatar moves off and away from it.

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Probably would make a good prefab. I might draft something later. But yeah, it might be a hassle if you're not familiar with those systems.

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I mean, I can explain it, but I might have to explain a dozen other things first, so I don't really feel excited about that.

lime crown
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like enote have 8 second, cant i make it go up to like lets say 24 seconds

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somehow duplicate the dance

arctic roost
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I've seen people add costum blinking animations to their models and animations for tail to move, how do you add those?

hollow olive
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how to make world mesh particles aligned to shape direction and saving their rotation while rotating parent source?

deft schooner
fierce bane
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@arctic roost if you don't have any blinking already, you can place an animator on the body mesh, and create an animation from there that does the blinking for you. (if you change any face shapes you can also disable the behavior of that animator to stop the blinking interfering with it as well)

And a tail wag would be the same, except it would be on the root of the tail instead of the body mesh, animating (usually) just the first bone of the tail, and using dynamics to have it move otherwise. (you can just fully animate it though)

lime crown
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so i found it, basically i copypaste the animation itself . lets say animation ends at 9 seconds, i paste the animation again pointing to minute 9,1 and that way it keep looping depending how many times you do it

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so basically i just did 8 seconds loop for 30 seconds 🙂

viral locust
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hey was wondering where can i find cool animations

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pls @viral locust if you respond

north falcon
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whats the best configuration for a walk animation? in unity looks very well but in game no :C

arctic roost
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@fierce bane How do I disable blinking? what's the name of the option to do that or where to find it?

fierce bane
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@arctic roost You'll have to change path on this to be just body but it covers what you need. You can't add the behavior component manually without other work

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to change the path you just select the component in the animation and hit F2 then edit it

arctic roost
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So the template you just gave me is basically the blinking animation disabled and I just have to change the path in the animation to "body" and it'll work? where do I place the animation? @fierce bane

fierce bane
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it just disables an animator's behavior without disabling the object, that's it

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you use that as part of any gesture that you want to also disable the blinking

near meadow
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man. i wish i could make a cross-legged sit, but that requires changing muscle stretch limits, which makes my avatar goose-step when she strafes

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i'm not even asking for help so much as venting

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😤

odd latch
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asking once more what settings should I tweak in spatial audio script component if I want audio of a 15m radius area that's being bombarded by mortar
for starters, I want consistent loudness within 8m radius
if anything, I just want better understanding of the values on the component, I'm no longer satisfied with just trial and error

hybrid merlin
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Right so
Im trying to add an animation where the sword on my avatar's back shrinks and the sword in his hand grows. The sword in his hand grows like normal but the sword on his back does this
Anyone know why this might happen?

cold pulsar
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Are the swords particles or something? Would probably be best to use bone scale, object scale, or blendshapes and then scale them via auto playing animator that you enable

hybrid merlin
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just a heads up. This is meant to be a gesture override but I havent made it into one yet. It just has the animation

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The swords are 3d models

cold pulsar
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Do you wan the scale to be instant or gradual

hybrid merlin
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Instant

cold pulsar
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Then all you have to do is set up your gesture to have the new scales for the swords. Since they are seperate objects you can just scale their transform

odd latch
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I don't get why people have to try so hard in optimization by using blendshapes for props, just go for the toggle on toggle off method since it's the easiest and least immersion-breaking

hybrid merlin
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I didnt know I could do that

odd latch
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two swords, one on your back, one on your hand, default is sword on back is on and sword on hand is off
gesture animation is one frame of disabling sword on back and enabling sword on hand

proper hedge
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most people do not know techniques for animating avatars and just do what they discover or are told

hybrid merlin
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By disabling you mean..

odd latch
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plenty of tutorials on youtube, try following those first, ask questions here for stuff you don't get

proper hedge
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by disabling he means using the gesture override to set the game object inactive

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game objects can be active/inactive, or enabled/disabled

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if they're disabled, the components on them won't play/be visible

hybrid merlin
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I've never do gesture overrides before so this is all new for me

proper hedge
odd latch
#

is that a finger pose pack?

proper hedge
#

yeah

hybrid merlin
#

Thanks

proper hedge
#

try to find a video that does basic gesture overrides

#

i dont have any videos that are that basic, this is the closest one where i use that gesture manager

#

im doing stuff with gestures here, if you want to look at a workflow for hints

#

gesture manager will help you test in the editor. the mixamo gestures are just hand animations to work off of

lime crown
#

im looking for an animation that is used or works well with the y2k lalala song if anyone have suggestions or someone with an emote like that please let me know.

regal cedar
#

anyone know how to make a toggleable emote which turns two meshes off and turns on one and then secondary to do opposite

cold pulsar
#

If we are talking about immersion and realism then the best way is changing the location of one sword using final IK but that would be dumb to recommend to everyone

fierce bane
#

Immersion wise the disable/enable method only requires you to position your hand over the other sword, which is the same for the final IK one. Final IK just takes one less object in total. The effect is the same though minus the knowledge of the creator that there are two swords.

hybrid merlin
#

@proper hedge Im sorry for the ping but I was following your video and it was going well until I had to add the gesture manager while in game mode
I dont know if I just missed something by accident or what but I get this message
I've tried everything I can think of and reading that github link didnt give me answers
any idea what could of gone wrong?

#

i've never used gesture manager before so Im sure its some stupid mistake I've made

bitter gyro
#

Gesture manager depends on the model having its descriptor with its Override set up.

#

@hybrid merlin

hybrid merlin
bitter gyro
#

Yes.

#

And that's missing an override for the manager to test.

hybrid merlin
#

I'll go to youtube for that stuff
thanks for the help

#

or to another channel

lofty pewter
agile rune
#

Ah yes, a fellow TF2 fan

clear yew
#

guys can someone help me to make easy animation ... i dont know how

clear yew
#

i want make something on me what will say im deaf..

hybrid merlin
#

anyone know why I cant add any more properties? I cant add properties on other gestures aswell

bitter gyro
#

You need to have them in an animator controller.

#

And that controller needs to be in an animator component.

#

The animation doesn't know where to look in order to add properties without it being inside the hierarchy of something. To put it simply.

#

@hybrid merlin

hybrid merlin
#

right
ok thanks

bitter gyro
#

Yes. Then, to continue animating with that controller, you'd have to select the object that animator component is on and then you should see the controller's animation set in the Animation tab. You'd click the drop down where the animation name is to pick the different animations to edit.

#

@hybrid merlin

#

I didn't notice you replied, my bad.

#

Make sure you're using a duplicate.

#

Unless you know the revert back to T pose fix.

#

But, generally, a duplicate is simpler.

hybrid merlin
#

its fine lol

bitter gyro
#

Nah, it'd be the object in the scene. So if that animator component is on the root of your avatar, you'd select that.

hybrid merlin
bitter gyro
#

In the scene. The uhh.. hierarchy tab.

hybrid merlin
#

hang on while I quickly look through it

bitter gyro
#

That screenshot you sent before where you asked if it looked right.

#

When you took that screenshot, you had the object it was on selected in order to see that in the inspector.

hybrid merlin
#

oh that

bitter gyro
#

It's just the terminology that's mixing you up. No worries.

#

The thing in the Projects folder is the controller file.

hybrid merlin
#

ah I see
I got it working
thank you again ^^

bitter gyro
#

The thing on the avatar is the Animator Component.

#

Whoo

#

Good luck.

odd latch
#

so I saw this avatar, the stand stays still if the wheelchair is nearby but it starts following the wheelchair when it moves far enough
I was wondering how to make this setup and if it's possible with a sub-armature/body, like a spirit that stays in place when you're nearby and follows you when you move far away
dynamic bones? spring joints?

fierce bane
#

it's probably just a spring joint, yes...you'll have to play around with it until you get one that works

odd latch
#

Spring Joints it is, but where do I anchor the object if I want it to follow my general location?
World object setup without the toggle plus spring joint? anchored to where?
Is it safe to put a rigid body component on my avatar object?

proud laurel
#

It is indeed. They're widely used alongside fixed joints for various animation tricks. Setting it to the hip bone should be fine, and the world object itself should just sit in the top-most tier of the avatar heirarchy alongside the body and armature.

#

Just make sure to disable gravity and angular drag on the rigidbodies. Otherwise your prop is gonna fall through the floor when you turn it on in an animation.

odd latch
#

I already have a fixed joint setup with my sub-body, I just wanted to give it more life by having a spring joint setup with it
do I put the spring joint on the sub-body's hip and connect it to the main body's hip
or do I put the spring joint on an empty object where the sub-body's armature is parented to?

fierce bane
#

@odd latch Make a dummy object on the armature, same level as armature/body and put a rigid on that, set your spring target to that and that'll follow your location ignoring any poses

odd latch
#

what about the spring's rigid body settings? infinity on drag and angular drag?

fierce bane
#

infinity is used for "stay still forever"

odd latch
#

well, in the editor, the spring works the way I like it, so far
but in-game, the sub-body is still stuck on my back, instead of trailing behind when I move, nor is it stuck in the world, despite giving the sub-armature with infinity drag/angular drag

fierce bane
#

show me hierarchy and let me know where you have the joint and rigid

odd latch
fierce bane
#

what constraints do you have on fixed joint?

odd latch
#

no constraints, currently in-game and testing, spring joint isn't working

fierce bane
#

all constraints are unchecked?

odd latch
#

position and rotation constraints are unchecked

fierce bane
#

what is the purpose of that joint?

odd latch
#

it's so it can follow the rotation of my main body's hips, just as the chest, head, and arms are set up in the same way

fierce bane
#

rotation should be checked then

#

that won't solve the issue with the spring joint though

#

can you show the spring joint setup?

odd latch
#

with the angular/drag at infinity on the object, I assumed it would act as a world object, and the spring would pull it towards my location, but despite that setup, the object is still stuck behind me

pale ruin
#

how much emote time limit for now?

fierce bane
#

@odd latch most likely the issue you're see is that when you walk, it doesn't move right?
Since you can't separate the "you" object from the spring object, so it moves as one with locomotion. But moving in VR (physically moving around) should have it follow you.
The only way I can think of to make it actually trail behind you would be dynamic bones.

#

@pale ruin I think emotes are 30seconds...someone correct me if I'm wrong

pale ruin
#

Can make it longer?

fierce bane
#

that depends on what you're trying to use it for

pale ruin
#

i put dance animation into it and animation is 1.50 min but it look like it stop around 1 min

fierce bane
#

best thing I can suggest would be to use a gesture to activate a duplicate that animates instead of using an emote.

pale ruin
#

well i don't want to duplicate more model in my avatar is to much now 😢

fierce bane
#

@odd latch rough examples with only basic assets, dynbone version obviously needs dynbones imported first.
Just drop a prefab in the scene and rotate/move it to see how it reacts.
Spring version has a "move to test" object so you can see the difference between moving the avatar object, and moving the IK powered bones (vr movement)
Spring joints work much better for something you can move easily, like a ball on a string attached to the finger for example

#

@pale ruin I think your only option is a "part 1" and "part 2" emote then...maybe someone else has an idea

fleet stirrup
#

how can I trigger sound when I touch object?

stoic valley
#

I might need a bit of help on something. In unity, I have some idle animation on a model that's set to appear on a gesture of another avatar. A "stand", I guess. The idle animation moves the model around, but does not move the bones, setting the model in a frozen sort of state in the position of the first frame of animation. So it's frozen, but the body moves as if it's doing the idle animation. This is what the animation looks like for the avatar set to appear:

#

It works fine in unity, and plays 24/7 when I go into the game field. In vrchat, though, is where it freezes.

fleet stirrup
#

@stoic valley you have to create animation on duplicated model not original one. it will crash or not working if you didn't

odd latch
#

suppose I want a spinning drill, can I animate it with blendshapes and loop it in unity
or just make the rotating animation on unity?

stoic valley
#

ah

#

i now duplicated the wario things as well, the different animations are named, but duped from the Better Waaa model

#

lets see if this works

clear yew
#

Okay so I'm using xiere invo system and the world joint prefab, the issue im having is that sometimes the object stays in place and other time its falling straight through the floor? Is there something else I could use? Or is there a better system or something? Its a pole so I rather it not have the mesh collider on the pole. Thanks in advance! 😅

teal wing
#

I have a question type of thing

#

I made a custom idle animation and now my left leg and left foot spaz out

#

My left arm*

icy hare
#

Hey guys, how can I create an animation that plays a song and part way through the song, some particle effects activate and stay on until I end the animation? I can get the song to play easily enough as I've done basic animations before, but never made anything where something appears at a specific time

#

I did try just shoving in a key in the middle where I wanted it and telling it to turn on the particles, but that didn't seem to work. Thanks in advance!

fleet stirrup
pure sparrow
bitter gyro
#

@fleet stirrup That's not even on an avatar. It's a world object.

#

And the video is edited. It could be the sound was added afterwards too.

#

But as I mentioned before, you can add it to another gesture and just trigger it with good timing, or learn how to use stop-action for it.

fleet stirrup
#

@bitter gyro no. I see him doing it in live streaming on twitch. it's not world object.

#

it's not edited afterwards

#

where can I find good tutorial for it? I can't find anywhere at all.

bitter gyro
#

Even if it wasn't, I explained what they're probably doing.

#

It's not hard.

fleet stirrup
#

it is hard for me because I don't know how to do it. and can't find how to do it.....:(

#

is it use vrc_trigger?

bitter gyro
#

No.

#

More than likely it's another gesture.

#

I have doubts that your average streamer would have stop-action or even know what it is.

fleet stirrup
#

is(stop-action) it one of component?

bitter gyro
#

No, it's a complex, user created system that uses a combination of particle systems and animators.

#

It's kind of a pain to try and explain it casually.

#

Without explaining a bunch of other things you'd probably need to know beforehand.

fleet stirrup
#

is there have site that I can learn?

#

I search youtube but there is only basic tutorials in it. not much else.

bitter gyro
#

You can either try searching RetroGEO on Youtube or oofdesu on github for some good starting points.

fleet stirrup
#

I show them all.

#

and I applied most of them what I need. but I can't figure out that punch animation

bitter gyro
#

If they're explanations are still too complicated, then you may need to either ask someone to help you or take some time to learn some of the basics.

fleet stirrup
#

i don't know. what I can find on youtube are all I already watch it or too old that outdated.

#

or doesn't exist what i want to know.

#

import mmd into blender
use cat plugin to optimize
export fbx
import to unity
use vrchatSDK to upload avatar

#

that's most of the youtube tutorials...-_-

#

well, some of them are explain simple add prop and animations but not so advanced

gaunt wing
#

so I made a large ship with an animation where it flies in but its too far away usually for anyone to see up until its right in their face, any way to fix this?

#

like it kinda just appears out of nowhere

wide heron
#

This seems like a more fitting place to ask. Probs a bad question but, i have a lightsaber animation and would like to know how to keep the blade out instead of the animation looping
So, keeping the animation/blade out when it reaches the end of the animation

bleak raft
#

How can i have a animation not stop? cause i figured it out on why my anims are breaking but theres another issue where my animation will stop at a certain point and i already checked the loop box to , any solution? any help is greatly appreciated

proper hedge
#

Is it an emote? A gesture? @bleak raft

#

@wide heron you're likely going to want to use an animator controller

#

First state ignites, and have it rest on the second state. If you need to animate the exit (un-ignites), you use an animator which does the reverse as the first one

#

Unfortunately, controlling animators with gestures kinda sucks and nobody documents it

wide heron
#

oof

#

but i get what ur saying

proper hedge
#

I wish I could explain everything you need, but it's a lot of typing

#

@wide heron best bet to get your feet wet is to look at retrogeo's animator tutorial to grasp basics, but that's all it'll do for you. Unfortunately there is no package with the hand interface you would likely want that animates entry/exit seamlessly like you need

#

The closest thing is the example in my multi-hand trigger package

#

If you figure out how that example works you can animate anything with seamless entry/exit transitions

bleak raft
#

emote @proper hedge

proper hedge
#

Use that for testing gestures

wide heron
#

woah never heard of this >.>

proper hedge
#

@bleak raft an emote is a fixed length animation, so it will always stop after a fixed time

bleak raft
#

but it stops really early

wide heron
#

Also, Thanks lin. This seems like a good starting point, i might check it out.

proper hedge
#

How long is the animation you're trying to play? Where does it stop?

bleak raft
#

1 stops instantly

#

and another stops like after a little tiny bit of the beginning

#

@proper hedge

proper hedge
#

Can you screenshot your emote animation clip

bleak raft
#

okay hold on

#

@proper hedge

proper hedge
#

i don't see anything wrong really. a ~20 second dance and a ~4 second dance

#

if you put these clips in your emote overrides i don't see anything that would stop them from completing

bleak raft
#

How can i make them longer? @proper hedge

#

I did put them in emote over rides

proper hedge
#

if they're playing to completion, but are just too short, the limit is something annoying like 30 seconds, so you might not be able to make it as long as you want

#

you can work around it, though

#

how long do you need each dance to be?

#

do you want indefinite looping, or just a few seconds longer?

bleak raft
#

1 song is like 3min and i think the other is more

proper hedge
#

you are going to want to toggle on a duplicate avatar, in that case

bleak raft
#

So have one avatar checked

#

Like have my main and the dupes that have the song check marked

#

?

proper hedge
#

instead of animating your own armature, to dance, you will create a child object of your avatar, and it will be a duplicate of your avatar, with an animator controller on it, dancing. the entire animation will just be part of that duplicate avatar. your emote then does a cheeky thing to animate this avatar on and leave it on

#

you can optionally make yourself invisible at this time, or leave the duplicate in world space

#

so you can watch it

bleak raft
#

That sounds amazing

#

How can one do that

#

Is there a video tut

proper hedge
#

it's not hard but it's a lot to explain. there might be videos on parts of it, but like the whole correct thing is probably not documented anywhere. im pretty sure there are videos of a basic setup from someone

bleak raft
#

Crap

proper hedge
#

yes, crap. the most annoying part is making yourself invisible

#

with an emote

bleak raft
#

What if i dont wanna make myself invisible

proper hedge
#

cause most simple methods would cause you to oof your eye tracking

#

then its pretty simple

bleak raft
#

What do i do ?

proper hedge
#

drop a world object, this is a way to do it with an emote

#

2 methods, ik and physics

#

you need final ik for the ik one to work

bleak raft
#

Oh

#

So go with joint

proper hedge
#

yeah, but it'll be kinda shaky when you start and stop moving. in concept it works the same though

#

so figure out that package, its not hard

#

has instructions

#

use the emote

#

replace the cube with a copy of your avatar that is dancing

#

change the animator on your duplicated avatar to "Animate Always", not "Cull Update Transforms"

#

remove the avatar descriptor from the duplicate

#

that's about it

bleak raft
#

Mind if you dm'd me those files and copy and paste what u said

proper hedge
#

sure

bleak raft
#

Since ill have to try it later since im on my way to work

karmic hazel
#

i was wondering if anyone here knows how to make does animation on a avatar who dosnt follow you wen you move around the world

proper hedge
#

look at the packages posted above @karmic hazel

#

ik one if you have final ik, otherwise use a joint

#

figure out how it works, there are instructions, replace the cube with an object that has an animator on it

karmic hazel
#

does anybody else use the world fixed animation (idk if the animation who dosnt follow you are called like that ) bc if yes then i got a few questions

rustic mesa
#

how do i shrink other peoples avatar when they sit on a chair avatar?

sick loom
#

I dont think you can do that. Might be possible with a shader but I am not sure

fierce bane
#

Yes you can. The station has an animation slot, just have the pose you want, and adjust the scale in it too @rustic mesa

sick loom
#

But can you shring the person thats sitting on it?

fierce bane
#

"adjust the scale in it too" that's what I was saying yes you can to

sick loom
#

How will the viewpoint of the avatar handle that?

fierce bane
#

don't have an answer there, sorry. I've seen people do it, I just never get in seats

fierce bane
#

never heard any complaints about it though, so I'd assume the fact that you're scaling an entire active object it probably moves with it...can't be sure without testing though

sick loom
#

Well in unity it doesnt and I dont think you can move it on the go like that

#

But for that purpose it doesnt really matter

minor pulsar
#

Greetings, may I have someone to teach me how to drop an avatar and doing the dance that stay at same place instead following me. This is for gesture overrides

minor pulsar
#

Fyi, almost understand bout gesture overrides things and duplicate. But what confuse me is how I gonna make that avatar "NOT' following me while doing the animation

sick loom
#

Add a fixed joint to it and dont attach it to anything

fierce bane
#

also if you don't set up an animator and use a behavior toggle for it it'll offset after every time

bleak raft
#

isnt fixed IK better

fierce bane
#

are you talking about final IK?

bleak raft
#

yes

fierce bane
#

that's a $90 paid asset...not something I suggest most of the time, and not to someone new (even less likely to want it)

bleak raft
#

I have it

#

however i dont know how to use it

#

with 2 of my existing dupes

#

with animations on them where i want to leave them in 1 spot

#

while im running around

fierce bane
#

I don't know final IK well enough to know if it can be used for that, setting up a fixed joint is easy, especially if you just use a prefab

bleak raft
#

is there a video you can link me about doing the animation model thing with a joint

fierce bane
#

lin gave you the package yesterday

#

follow the instructions in it, replace the cube with your duplicate

minor pulsar
#

@sick loom OMG thank you so much I ask my friend but they're just ignore me

#

But I realize sometimes the animation itself shaking/vibrate. Is it normal?

#

Is this what you mean by 'offset' @fierce bane ?

#

The animation shaking/vibrate when Idle, but when walk around it it turn normal.

fierce bane
#

set the drag/angular drag to "Infinity"

minor pulsar
#

Sorry for dumb question but where exactly you mean I need to set that

#

Is it at the .anim file or the gesture active

fierce bane
#

neither, it's in the fixed joint

minor pulsar
#

Alright I'm gonna tried it. BRB

fierce bane
#

the shakyness should be significantly reduced...but there is likely to still be some...downfall of the workaround

fierce bane
#

the offset I was talking about is that every time you activate it, if you don't stay still and not turn it'll be off at least a little bit the next summon, because it'll stay the distance and rotation it was in based on you.
so if you move or turn it won't be in the same spot when you next activate it.

rustic mesa
#

@fierce bane how do I "scale it in"? Also there's no animation slot, just an animation controller slot

bitter gyro
#

@sick loom @fierce bane The shrinking is only visual. We're not able to animate the descriptor since it's removed on upload. So the viewpoint can't be animated.

#

I meeean, you can make a Rube Goldberg machine using cameras and final IK to get the illusion of a moving viewpoint though.

proper hedge
#

I feel like there was something about chair that made the viewpoint work out

#

I remember doing this a while ago and being surprised about how neat it was, and I don't remember the viewpoint being a problem

#

Might not have scaled, can't remember, but view wasn't an issue while tiny

bitter gyro
#

Your viewpoint typically stays where it was initially.

#

Since it's not on a bone or anything, so scaling would be ignored.

#

So like, that plane had everyone's viewpoint in the same place.

#

Even though the models were shrunk into their seats.

#

For example.

#

I think I made a reference no one will understand...

rustic mesa
#

What if I wanted to do it for quest?

#

Plus IDC about the viewpoint I just want the model shrunk

unreal kernel
#

how do i animate cloned avatars and make them all do the same animation? would i have to do the same animation over and over?

clear yew
#

Same concept as usual, make their idle animation what you want them to do

unreal kernel
#

so just basically drag and drop the animation onto them basically

minor pulsar
#

Somehow the animation still shaking when Idle mode. Already set the drag/angular to "Infinity".

odd latch
#

proper world fixed joint objects are more complex than that
here's a prefab
I kind of didn't use it, because I just studied what's needed to set up world objects and manually made my setup
I think you can still ask questions about it here because I got it from here, too

#

@minor pulsar

#

whoops, apparently someone already gave you this package

unreal kernel
#

hey what setting can i change to make a sound to be heard from farther distances

brazen plinth
#

A question. Can we continue to make custom blink animations?

#

This is the configuration and does not work in the game.

torn pawn
#

animation component doesn't work in vrchat anymore, you need to use animator

brazen plinth
#

F for animation component

#

So I have to use the animator component?

unreal kernel
#

no one knows how to increase volume in an audio source? i cant seem to find it lmaooo

clear yew
#

VRCSDK automatically adjusts your audio, if you want it louder use multiple sound sources of the same audio or boost the audio of the source file through a third party like audacity

#

Animation component is depreciated, use animator.
It’s easy to convert between them there are plenty of tutorials for it

rustic mesa
#

i am so frustrated how do i shrink avatars on chairs?!

#

im still trying to find out

#

theres no tutorials out about it and its so complicated

#

do i do something with the animation??

#

this is so confusing!!

fierce bane
#

@rustic mesa just adjust the scale in the animation you put on the station...that's it

#

and as far as Quest goes...things are HEAVILY limited because it is an extremely weak platform in comparison

proud laurel
#

Shrinking chairs requires you create an animation that shrinks the avatar. You want the Transform at the top of the "Add Property" selections when making an animation. Use that to set the size you want, along with the pose as-usual. You put that in an AVATAR's custom-override animation controller in the IDLE slots, and put that controller in the controller slot of your VRC_Station.

#

Be aware that that scaling is RELATIVE TO THE AVATAR MODEL'S NORMAL SIZE. If someone gets on it and they're overly-massive instead, that's not your fault. It just means the actual model size is actually massive and the creator re-scaled it in Unity.

sly stratus
#

So on the Custom Override Empty assets, I'm missing all of the emote slots. I've tried re-importing the asset both from the VRC SDK and from the avatar I'm working on. Is there any way to get those slots back? Never mind, husband figured out that the AvatarControllerTemplate was borked and just sent me his instead.

prime lark
#

I have some end frame problems with hand gestures, I made one animation and since it have like 3 seconds animation duration, when I switch to another hand gesture the other ones does not stop till a few seconds later

#

for example, if I wag and trigger say "open hand" the open hand triggers slowly, taking more than 6 seconds to bleed from the wag into the other gesture

cold pulsar
#

You cant have a gesture longer than 1 frame. If you want to do something longer youll need to have a 1 frame gesture that enables an object with the longer animation on it that plays on awake

prime lark
#

well, I see lots of avatars with long animations gestures

#

but gonna try that @cold pulsar, thanks

cold pulsar
#

Yeah they are doing what I said. Any gesture longer than 1 frame causes the issue you are talking about.

#

Usually gestures are reserved for enabling objects or other 1 frame actions because of this

prime lark
#

uhmm

#

it makes sense

#

thanks again

cold pulsar
#

No prob good luck

cold pulsar
#

Just set em to 100 in unity on the body before upload. They'll stay that way IIRC

cold pulsar
#

Well if you set them to 100 you can just set them to whatever else via animation. They'll just start at 100 instead of 0

bitter gyro
#

While you can toggle shapekeys, I don't recommend it. You'd have to use alternative eye tracking and a chain of animator parents and proxies. @unkempt stump

#

Any other method would just be worse

fierce bane
#

you can just use the same model you already have, set the values in blender and "create new from mix" and apply as basis after that

#

you'd have the same issue trying to turn them on with shapekeys instead of turning them off though...You'd be better off with objects if you want a toggle system honestly

#

Most likely no. What exactly are you doing with the animation?

#

Is it hiding the body and enabling a duplicate, or something like that?

#

freezing at certain points I'm not sure...but if you hide the body with a material change, those don't show in mirrors at all

#

if you have VR you can try using holoport and then activating your gesture while in mid-move (while you see your avatar away from you)

bleak raft
#

I think they mention a fix for that when vrc updates soon of not being able to see your animation on mirrors

deft schooner
sick loom
#

@deft schooner why is this here?

deft schooner
#

@sick loom Oh sorry. Where is the art chat?

echo wraith
#

So this is probably animation 101 and somehow I missed it. I have a model that dances on my hand locally but for everyone else it's far to the right. Anyway to fix this?

fierce bane
#

@echo wraith did you just place the model under your wrist in the hierarchy?

echo wraith
#

My left hand

fierce bane
#

didn't use a fixed joint or anything, correct?

echo wraith
#

Correct

#

I didn't think I'd need one since it's not a particle emitter

fierce bane
#

it doesnt, that should have it anchored in the hand properly

#

is it enabled with a gesture or something?

echo wraith
#

Yes it is

#

I think it might be because I disabled object instead of mesh renderer, gonna try that now though

fierce bane
#

object is fully disabled while not in use?

echo wraith
#

Yes

#

Was, anyways

fierce bane
#

if that doesn't fix it you can make a dummy object to place the model in, have an animator, and have it reset the model's position with a looping animation

echo wraith
#

Hmm, good idea. Thanks for the help. 🙂

echo wraith
#

The dummy object idea will probably be the solution sadly, but this is a Quest avatar and it hates the extra animators. I'll probably attach it to something more stable than a hand bone

fierce bane
#

oh boy...quest has some heavy limitations...

#

what you were doing should be fine unless something is different with the way quest does it, or there's a physics object interfering where it shouldn't be

#

@echo wraith when other people see it off to the side, is it still animating, just to the side of where it should be?

echo wraith
#

Yes

#

PC and Quest users are seeing the same thing where it's in the distance from the hand

fierce bane
#

do you have anything on the dancing avatar other than the animator?

echo wraith
#

No, just that

fierce bane
#

you could move the animator up one level, fix your components in the animation, and add in the avatar's reset all as one animator if you're trying to avoid extras

#

I'm not sure why it's doing that though...

echo wraith
#

Hmm, I could give it a try. Honestly, I don't usually run into issues but this one is quite the pain.

fierce bane
#

how far to the side is it? arm length? further?

echo wraith
#

I'd say about arm length, still moves with my hand

fierce bane
#

sounds like it's loading after you do...

#

if you stay in a t-pose where the hand should be until someone fully loads, does it link up with your hand?

echo wraith
#

I have not tried that, so I'm not sure

fierce bane
#

if that works it's likely just de-syncing during loading, a simple object with only an animator shouldn't run into the same issue and should be able to reset those under them to it right before the animation starts up...might fix it

echo wraith
#

I'll give it a shot

fierce bane
#

I've only had the desync issue once before with a test object...and if I stayed completely still (it was attached to armature only) it would be in the same place for others, if I moved or turned it wouldn't be

echo wraith
#

I guess the animation would just keep resetting the position to 0.

fierce bane
#

in my case it was due to physics objects I was playing with, so I can only guess for yours

#

assuming the child's location is 0,0,0 then yes

echo wraith
#

Yeah, I thought this would be so easy since it's simply a dancing man in a hand. Lol

fierce bane
#

You can either offset the animator and have the child at 0,0,0 and being reset to that (position/rotation), or have the child offset at something and reset it to that instead. It's a local offset either way would work.

#

and yeah...you'd think right? how complex is the dancing model? polycount/bonecount wise

echo wraith
#

Actually very basic. 1 mesh, 1 material, about 500 tris, about 40-50 bones I believe it was

fierce bane
#

yeah...no idea why it's so weird with it...

echo wraith
#

@fierce bane And I can reset the position in the original dance animation to save on animators, right?

fierce bane
#

if you can run the animator on the parent of the avatar, yes...although...you could potentially reset the body/armature position to 0 and then start the animation

#

If you want to see which part is the one separating from the others, make a few small cubes (maybe 0.1 scale) either with different colors, or just different height, etc (remove collider component). Place one at the top level, one on the armature and one on the body...(color is more reliable since they can't be confused)
Have someone tell you (or screenshot) how they move. If they stay together the whole thing moves, if only the body or armature move, then you can reset the body/armature position

echo wraith
#

I have a lot to try. I should get to it. Haha

fierce bane
#

hopefully you can figure out what it is

echo wraith
#

What I'm gonna try first is having the animation that toggles the dancing man to constantly reset his position and rotation since it's a 1 frame animation. I believe that could work.

fierce bane
#

You're going to reset the avatar position with the gesture right? should work...probably better than using the animator to do it honestly

echo wraith
#

Correct

karmic hazel
#

emote toggling or however its called seems complicated

bitter gyro
#

Doing it from scratch is. Luckily, some VRC pioneers made it pretty simple for everybody by streamlining and sharing it.

karmic hazel
#

@bitter gyro what you mean

bitter gyro
#

You can look up Emote Switcher on booth or I think there's an Inventory System tool for Unity.

#

They make it fairly easy.

#

I use Emote Switcher and do the other stuff manually. I think most use the Inventory System though.

fierce bane
karmic hazel
#

@fierce bane you sure this works?

fierce bane
#

I don't use it, so no. People have said it works however, and it's Xiexe whos known for the shader of the same name

bitter gyro
#

Brand you can trust?

#

😏

odd latch
#

is this where I can beg for high quality animated flame spritesheets? Google is failing me

echo wraith
#

You check the Unity asset store? They have some free sprite sheets.

bitter gyro
#

Sprite sheets are actual gold bricks.

#

Even after finding tons, I still have to make some myself.

elder wing
#

Hey i have this dance emote but it only plays for a little why is that?

#

Ive seem others with animations that last the whole dance

odd latch
#

their animations are probably more than just emotes
emotes or gestures that trigger objects can have their animations last indefinitely

analog onyx
#

opening just snaps the door open

lavish scaffold
#

@analog onyx Did you make an animation for the door opening as well? From closed to open state

analog onyx
#

Yep.

lavish scaffold
#

I would check your opening animation to see if it really does goes from closed to open key frames. Or you could just clone the closing animation and make its speed to -1 (copy/paste to new state)

bitter gyro
#

@analog onyx Or maybe your curves aren't linear.

elder wing
#

@odd latch can you explain?

odd latch
#

gestures/toggle emotes that activate/enable objects that have animations not controlled by the emote itself

#

you have a main object that is your avatar, that is controlled by gestures and emotes
you can have sub objects, like a secondary body that can only dance, that you hide and unhide with gestures and emotes

elder wing
#

Ohhh alright i get you

odd latch
#

it's like, you can treat your avatar like a prop, assign a dance animation to that prop, and then hide/unhide them using gestures/toggle emotes

#

just remember that you can hide your body mesh, as well, if your plan is switching between dancing and not-dancing

glad escarp
#

Hi All. I'm trying to combine 2 animations in Umotion, which I've done. I slowed them down with the little clock thing in the bottom (not sure if that's correct) But I put the animation in game, and the first animation plays fine but the 2nd combined one has her spazzing out. It looks like she's missing half of the key frames to the animation - any idea? I'm very very new to Umotion

finite marlin
#

Im having an issue with a custom animation where the animation carrys on playing even after releasing the gesture, i have the animation on an animator on my armature and a gesture to toggle it on but it doesnt untoggle when i release my gesture anyone know?

keen crow
#

Hmm my tail wont wag in vrchat but in unity it works

#

Did I mistakenly put in hierarchy?

keen crow
#

Oh wait

green yoke
#

im making a gesture and i tested it out in game and even when i let go of the gesture, it keeps playing. how can i stop it from playing after i let go

#

it just loops constantly after i let go

sick loom
#

youre suppose to have only 0 and 1 frame

clear yew
#

Probably that it's because there are too many keyframes.
Gestures in VRC work best with keyframe 0 and 1 assigned.
You should make it so you have a gesture enable an animator or object with an animator that has the animation you want set as the default state.

#

Otherwise you'll get stuck with that gesture until it clears

green yoke
#

ok and if i have my 0 and 1 keyframe different will it basically freak out between the two or do they have to be the same

clear yew
#

Yep

green yoke
#

ok, thank you!

finite marlin
#

anyone know if its possible to make my avatar float in animation and still be able to move arms and hands?

clear yew
#

Ghost legs, custom idle animation and VR

finite marlin
#

what would be the best way to go about this?

fierce bane
#

ghost legs would just be humanoid upper/lower leg and foot with no weighting

#

so you have normal legs that aren't set in the humanoid config, and the un-weighted legs are set there instead

#

just be aware that any movement animations won't work with non humanoid bones, so the legs would have to be in the position you want them to be without animating

finite marlin
#

Is there any videos to help me with this?

fierce bane
#

go to blender, duplicate leg bones

#

there's no video that I know of on something so specific

finite marlin
#

Ah dang okay

#

So after duplicating leg bones what I have to do in unity with it?

fierce bane
#

set those new bones as the leg/foot bones in unity's humanoid mappings

#

select avatar> rig> configure, do that ⬆️

finite marlin
#

Okay, yep

#

With changing the leg bones won’t that make it like that for all the time? Like while walking around in game out of animation

fierce bane
#

yes

finite marlin
#

So why do I have to duplicate them? Can’t I use original

fierce bane
#

you can't animate them because the IK is always moving them

finite marlin
#

so should i rename the new leg bones something different then?

fierce bane
#

I mean, preferably so you know which is which

finite marlin
#

okay what do i do next?

clear yew
#

Heya, I hope this is the right place to inquire about this.
I'm playing around with avatars I find online. Mainly they are in a MMD format which I can put into blender and convert it so I can put it in unity. I think I got this part pretty much down.

However, I'm also interested in trying to add animated emotes for use in-game. I found one I like that is in a vmd format. I'm searching around on YouTube on how to use this for vrchat, but the most I can find isn't relating to vrchat. It looks like I can try to add the vmd to the mmd model in vrchat and it seems to work most of the time if I play it in blender, however I cannot figure out how to get it into unity and how to have it as an emote.

I don't know unity or blender very well, but if someone can point me in the right direction, that would be awesome!

odd latch
#

check the pings on this channel, I want to use vmd animations on unity, too
but I'm crazy lazy and not motivated for something like that right now

clear yew
#

iirc, you bake them into the fbx of the avatar and then extract the anim file from the prefab

bitter gyro
#

It's actually fairly easy to just have a dummy FBX with all the required bones and just pump motions into it and export it as a new.

#

Then just select the animation in the FBX and duplicate it out of the FBX.

#

Basically what Panda said, but more wordy. My bad.

clear yew
#

Ok, so I've made some progress following a tutorial. I'm trying to move some files to another unity project, however I have a materials folder that when I move it to the new project, it turns the materials pink and I dont know why

#

Either textures aren't assigning themselves properly or you have missing shaders

#

Ah. I tried moving the shaders, but while its not pink anymore, all the textures are invisible?

#

Change from transparent shading to opaque

#

Hmm doesn't seem to be changing anything

#

What do you mean by it looks invisible? Show a screenshot please. Have you tried other shaders like standard?

#

Oh maybe standard will work lol

clear yew
#

Got it mostly working! Some textures are messed up but thats probably the model.

clear yew
#

how do you do animation override for the index? I overode the finger gestures...but theyre not working.

clear yew
#

You switch into gesture mode to use gestures on index

bitter gyro
#

@clear yew You have to click the

#

Left analog stick.

#

oops. Hit enter too quickly. You'll have an Icon next to the mute icon letting you know whether gesture mode is enabled or not.

fiery lark
#

can some one explain to me i have an animation to basicly make a shader go rainbow but for what ever reason it doesnt loop

hasty nymph
#

is unity used for vr chat or other softwares involved?

#

spelt that wrong

#

rip

sick loom
#

you also need a 3d modeling software

#

like blender

hasty nymph
#

@sick loom where would one dowload unity

sick loom
#

lol

#

have like

#

tried anything at all before asking?

#

DID you try downloading unity?

hasty nymph
#

I'm fresh

#

Thank you

sick loom
#

what does that even mean?

#

is that a new term for "lazy"?

charred quarry
#

I have a wird issue with my avatar
I basically made a sleigh being pulled and have 6 humans pulling it, using cyclic animations
form an animation pack.
Everything seemed t be working fine, but I noticed the animations "stretch" and keep stretching more and more after each cycle.
I thought that if I use a hand gesture to activate/deactivate the game object with the "deer",
that I could use it to re-stat the animation when the stretching becomes too obvious, but it just continues on from where it left when I de-activate/activate.
Anyone have any ideas?

proper hedge
#

Dunno what you mean by stretch but how is it being animated? Via gesture entirely, or are you using an animator component?

#

@charred quarry

polar swallow
#

anyone know how I would have the gunshot particle effect to only play when I have my gun out AND using the gesture for the gunshot effect?
So it'll be like this:

  • Pull out gun with handgun gesture
  • Make fist with other hand to play shooting gesture
  • Play shooting gesture without gun out (should never happen, but does)

Any help would be appreciated.

proper hedge
charred quarry
#

@proper hedge - I'm using a standard animator controller. Animations are from an animation pack.

#

when I sa stretch it means the model istels seem like it's being strethced

dreamy finch
#

anyone know how to make my avatar in a permanent floating animation?

clear yew
#

Fake legs and a custom idle animation

kindred trout
#

how should I prevent my avatar from blinking while doing other facial expressions?

clear yew
#

you can use my blink fix if you want

#

do you want me to DM you it or just post it here?

kindred trout
#

is that a unity package?

clear yew
#

yeah. it's a package. it includes instructions

#

it's small enough for me to post in discord tho

kindred trout
#

alright

#

please send me privately

fervent bone
#

Sooo, did they change something about how animation controllers on the Body are handled? I use an animation controller on the body with my own blinking animation to handle blinking for me, since I don't like the way that VRC does it by default. But suddenly, even though it still works in play mode in blender, it suddenly doesn't work in VRC? :<

clear yew
#

Here an example of stretching:

#

Note Rudolph the red nosed space marine.. I'm not using any special shaders either

proper hedge
#

@clear yew try unchecking apply root motion if it is checked

clear yew
#

Nope. as you can see, nothing is checked

#

and it jsut behaves weird

fleet stirrup
#

what is the meaning of STRAFERT?

proper hedge
#

@clear yew apply root motion is in the animator component, not the clip

#

@fleet stirrup strafe right

heady talon
#

can anyone point me in the right direction for setting up multiple avatars and dances into 1 emote? googled around but couldn't find anything

clear yew
#

i guess id put this here but can someone give me a quick run-down on how to make a prone idle? ive attempted to make one in the past but it either came out A posing or in the floor (im more a visual person if that helps too)

bitter gyro
#

I want to assume most ways of achieving (solo) flight currently aren't very feasible/usable?

#

Just thought I'd check.

prisma trout
#

If you're not concerned about your avatar's performance you could just place a second model within your avatar's hierarchy and have it animate to show or disappear with some music @heady talon

magic depot
#

Guys,im need your help again

#

So,im mapped all bones on my avatar (and dont mapped UPPERCHEST),but when im trying to upload it,it says "You dont mapped neck,head,chest,hips,spine etc...".

#

Whats wrong?

heady talon
#

could just be a sdk error

young hearth
#

does anyone know how to fix hand gesture overrides? for example my right hand has a gesture that pulls out a sword. My left hand gestures can pull out the Right hand's sword too. I want to remove it from the left hand's side, could that be possible?

proper hedge
#

nope, overrides are not split between left and right hand, for some reason

young hearth
#

oof i could've swear it was possible though, could just be my imagination thanks tho!

proper hedge
#

it used to be possible, using an exploit that let you use a custom humanoid animator, but the exploit had dangerous side effects and was removed

hollow salmon
#

I believe it is possible to have the same gesture on another hand do something else, but I have no info on how to do that.

proper hedge
#

devs never thought it was worth it to split gestures

#

it's possible to animate on a left/right hand specific interaction, but not on gesture input

#

eg if i move my right hand to my left hip, animate something

#

that is possible

young hearth
#

i see

bitter gyro
#

@hollow salmon @proper hedge @young hearth Sorry for mass ping but you cooould just take advantage of right hand priority for something like that.

young hearth
#

oh? so its possible?

bitter gyro
#

I'd say so. You'd just have to set your gestures up properly.

#

Like, make every gesture but one cancel the animation that pulls out the sword maybe.

hollow salmon
#

Well yes, you could have another gesture cancel it.

bitter gyro
#

It depends on how you want to set it up.

hollow salmon
#

But that's just kind of a waste of a slot to be honest with you.

bitter gyro
#

I use right hand priority for everything.

#

No, it's not.

#

You make every other gesture cancel it. It's a way to save gestures by locking things so you don't do them accidentally.

#

So it depends on if you want to only pull the left one out when the right one's out, or if you want to pull it out separately.

#

Either way, you could do it, with a little magicking.

young hearth
#

hey wait a minute, wasn't there a dual gesture combo thing in vrc?

bitter gyro
#

Combo gestures are a thing, yeah.

young hearth
#

yeahhh

bitter gyro
#

Taking advantage of all these small tricks really opens up the possibilities.

#

But combo gestures are something else. Still a little relevant.

young hearth
#

i'll look into that more i think thats kind of what i wanted to look for

bitter gyro
#

The right hand priority trick is just that if you have the left hand saying don't do something and the right hand saying to do it anyway and you do both gestures at the same time, the right hand takes priority so it'll do what the right hand says over what the left hand says.

young hearth
#

right~

bitter gyro
#

Literally.

#

lol

#

Oh, psh. I misunderstood the question. Yeah. Combo gestures are the way to go. Jeez. 😩

#

Thought you meant dual weilding and only pulling out the left one with the left hand.

young hearth
#

😅

bitter gyro
#

Lin knew that too, but probably thought too big again. 😏

craggy egret
#

Absolute newbie here. Installed unity a few days ago and I've spent it just watching tutorials on how to do stuff. I got the gist on how to MAKE the animations but what if I got a vrchat-ready avatar already and I want to tweak it? I have all these custom animations the avatar came with that I have no idea how to fiddle around with. I'd like to know to which gestures are they assigned to and stuff to see what I would want to keep and what not.

fierce bane
#

Find where your custom override is and check that for what is assigned as an active animation

craggy egret
#

Thanks! Unfortunately I don't need this anymore but now at least I know how to work with animations that were already made beforehand.

fierce bane
#

the custom override will only tell you what is currently used for the avatar and in what slots.
To edit them you can duplicate the avatar and drag/drop the animation onto that duplicate

craggy egret
#

Ah yeah, a few videos I saw warned me to NEVER EVER do any animation work on the original model because it gets borked.

#

But to dupe it, do the work and then delete the dupe.

candid pulsar
#

Hello

covert patio
#

@candid pulsar https://m.youtube.com/watch?v=rJlYsYrfi8Q&t=697s Here’s a pretty good tutorial on makin stuff spawn with gestures and such! If that’s what you were askin about

This tutorial goes over a few things. It shows how to add a prop in Blender as well as Unity. Add Sound effects and particles then create hang gestures to enable and disable them. Even compound gestures.

https://www.twitch.tv/kareeda
https://www.patreon.com/Kareeda
https://t...

▶ Play video
candid pulsar
#

Welp crap cause I tried I just don’t know which animation is the closing hand gesture

#

@covert patio do you know which animation is the last gesture

covert patio
#

Wdym the last gesture?

#

Like a closed hand? That’s called fist

candid pulsar
#

Ok

#

Thanks

stuck spade
#

Anyone knows how to make a blink animation in Unity? I tried putting the animation on the Avatar (Animation Player) and an Animator on the Body with the Blink Controller but it doesn't play at all

fierce bane
#

did you make the blink controller yourself?

#

also are you trying to avoid using VRCs built in blink?

stuck spade
#

wym built in

#

i made an animation that has the Blink Blendshape

fierce bane
#

VRC has a blinking and eye tracking setup already as long as your model meets certain requirements

#

if you want to be able to disable the blinking for other face animations and stuff though, you're on the right path

stuck spade
#

where?

#

the model has no eyetracking that's why i want to add the manual blink

fierce bane
#

that's fine, can you show the controller setup you have?

#

and does your blink animation go from 0 to 100 for the blink?

candid pulsar
stuck spade
#

the blink animation works fine. All i did was replacing the idle with the blink on a extra controller and put it on the body

candid pulsar
#

The noise is the tv

#

I’m also stuck in the bike animation

stuck spade
#

you should do animations on a copy of the avatar

candid pulsar
#

I did

stuck spade
#

If you have nothing on the idle you can upload it

covert patio
#

Its ok then if the copy is stuck in bike pose

stuck spade
#

the pose won't be affected in Unity

candid pulsar
#

Nope both are some how

fierce bane
#

see second pin in this channel to fix that pose

#

that should only happen if you animate on the avatar though

candid pulsar
#

I did

fierce bane
#

not sure what your other issue is, can only see a crappy phone recording of a playing animation as far as I can see

candid pulsar
#

Yeah but I can’t get it to go to a gesture

stuck spade
#

if you want to fix the pose you can put a t-pose on the idle, hit record, move the avatar back and forward, stop recording and remove the t-pose idle

fierce bane
#

@stuck spade you need a blank controller, not the idle one. The only thing you want in that controller is the entry -> blink animation

candid pulsar
#

Wait I got a save one sec

stuck spade
#

i tried that aswell on the body but didn't work

candid pulsar
#

Yup maybe restart

stuck spade
#

are you able to create the controller for me and share it? So i can see how it's made and replace my anim

fierce bane
#

make sure the animation is made FROM the animator there, not from the avatar's level

candid pulsar
#

What?

fierce bane
#

not you

stuck spade
#

what's Avatar level tho

fierce bane
#

the part with the descriptor usually

#

select your animation, select the blink component of it, and hit F2, then copy/paste that in here
It'll show the path it's looking for for the blink shape key...rules out any issues with the animation

stuck spade
#

so you want me to put the animation script on the avatar, create a new game controller, add the blink in the Animator tab, connect it and place the done anim on the free slot?

fierce bane
#

animator should be on the body mesh, not the avatar level at all

candid pulsar
#

One thing with weapons how does that work

stuck spade
#

Animator or just the animation script? 🤔

fierce bane
#

Animator

#

animation component won't help you

stuck spade
#

alright imma try that later

fierce bane
#

it's an older function that is depreciated (no longer works)

candid pulsar
#

I know the animator

stuck spade
#

yea used in the old Unity

#

wish it still would work

fierce bane
#

it's basically the same, just a different way to do it

candid pulsar
#

So can I have help with weapons

fierce bane
#

@stuck spade Animator, simple setup.
Make animator on body, then either create a new controller and drop it in, or create a new animation. If you already have an animation, after you make the animator, drag/drop animation onto "body" and it'll make a controller for you with only that animation

#

@candid pulsar a weapon is the same as any object in unity. Disable it by default, have the gesture Enable the weapon object. As long as you hold that gesture, it'll hold the weapon

stuck spade
#

will do when i get home after 8-9 hours thanks

fierce bane
#

good luck

candid pulsar
#

Yeah but can it translate to shift Fsomething

#

Like F4

fierce bane
#

shift F are just the keyboard keys for gestures

candid pulsar
#

Exactly can it be translated

fierce bane
#

I don't know what you mean by translating

candid pulsar
#

As in use

fierce bane
#

Shift F2 for example is just fist gesture

#

set up the gestures and they'll work

candid pulsar
#

How?

fierce bane
candid pulsar
#

Let me guess needs full skeleton

fierce bane
#

yes, humanoid skeletons are required for any gestures, emotes, or tracking of any kind

candid pulsar
#

I’m meaning full fingers as well

fierce bane
#

or any non-idle animations

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no, it does require 3 fingers however

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thumb, index, and middle fingers...only the first bone should be required though

stuck spade
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you can also do hand animations on non humanoid

candid pulsar
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Ok then why doesn’t it work

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Ps I need assistance with fixing bike pose prose something

stuck spade
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idk but i've already made an Avatar that was just an empty gameobject with animations to enable songs with the hand gestures

fierce bane
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@candid pulsar I already told you, check second pinned message in this channel for bike pose fix

stuck spade
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2 people told ya already sharp

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video or what I've said earlier

candid pulsar
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Where’s the pinned message!!

covert patio
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If you’re on mobile, you hit the lil people lookin icons in the top right

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Then hit pins

candid pulsar
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Welp I’m screwed

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Looks like I’m restarting

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Since I can’t get the damn thing to work

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Ok so this isn’t working

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@here

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It doesn’t want to work

candid pulsar
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Crisis averted

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Thanks guys

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And I mean the thank you

candid pulsar
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Hopefully this works

odd latch
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so I have particle systems behind my view and I need to see them in-game for testing, where can I find a mirror/camera that shows particle systems?

fervent bone
fierce bane
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not that I know of?

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not unless the non-specific "Safety and Security changes" on the 20th messed them up.

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ask other people if they're blinking instead of using mirrors, or try a world you are certain they worked in...best I can offer sorry

fervent bone
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thanks O:! it's so strange :<! my tailwag animator still works, but that's on the hip bone

fierce bane
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@odd latch depending on what it is exactly, you can use "holoport" movement (settings menu) to move your character away from you to usually see it.
If it's attached to the head, or using a rigid/fixed on the head it may not work. Other than that it usually does though.

fervent bone
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shouldn't i just be able to see it in mirrors? O:

fierce bane
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you should be able to but it's just a guess

candid pulsar
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Something is wrong with my swords not appearing in my hands

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Can anyone help

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Hello?

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😦

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🥺

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😢

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😭

odd latch
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have you looked at prop tutorials on youtube?

candid pulsar
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Yes

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I now need assistance in gestures

clear yew
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Anyone can tell me where I can find good, long dancing animations?

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Everything I find seems to be just 3 second loops

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I see those anime dancing girls avatars and long dance animations

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And since we're at it - anyone know how to make sound NOT suck? It's so quiet and so short-ranged, and nothing I tried works so far.

stuck spade
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(your song) mmd dl and there should be a vmd

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you can convert that to anim

candid pulsar
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Could anyone actually add an animation to my avatar with a weapon

odd latch
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I learned to animate weapon props from various youtube tutorials, what are you having trouble with?

candid pulsar
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I’m trying to make it so I can use the sword in my hand and make the holstered one disappear

odd latch
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ok, you'll have two weapons on your avatar, one invisible by default on your hand, and one visible by default that is holstered
the gesture animation makes the weapon on your hand visible and the one holstered invisible

candid pulsar
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Yup got that but the gesture isn’t responding

odd latch
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is the animation only two frames? nodes on frame 0 and frame 1

candid pulsar
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Yup

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It’s the gesture itself

odd latch
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keyboard or controllers?

candid pulsar
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Keys

odd latch
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which F key/s?

candid pulsar
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2

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The fist