#animation
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top second pin in this channel
duplicating for any animation is the easy and safe prevention though, you can always delete it after
Yep thats how i always do it, just must have forgotten to click off the right one after hiding it
heh, I've done that too, technically you can just swap the duplicate and normal if you do that btw
it's an exact duplicate anyway, no difference except the name
Dupes gone
ah well, future knoweldge
Indeed
Yeah but if you use the dupe it's not the SAME
Exactly I only use OG avatars, no clones or dupes smh
hahah
@frigid heart what are you trying to do? By emote, do you mean gesture?
Hello! (Hopefully) Quick question; Are avatar emotes hard limited to 60 seconds? or can I make it last the full 90?
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.
If I'm not mistaken it's only 30 seconds that emotes are limited to, not 60 or 90
nah mine's getting to exactly 60 seconds and ending.
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?
Because they didn't check the whole thing probably
or, you can make it a toggle and it can last indefinitely
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.
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
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
they'd have to make it public and get people to follow along
generally speaking, if you have it collide with everything but UI it should work
Not that im aware of, for example, half of the first floor on the pug is a different layer than default for reasons
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
I'm not a fan of the pug due to the aggressive forced respawn if your collider slip outside
apparently, there's a puzzle chain on the pug, probably the reason for different layers
world objects aren't all that likely to react TO your stuff unless they're designed to
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
Yo, I got a question my guys. I made an animation where my character pulls out a sword with blendkeys when I do rocknroll
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
Is there a way to fix this?
Add one more frame to your abimation of the sword
Same exact frame position just 0.01 ahead
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)
Yeah, it has two frames of animation, at 0 and .01
unless I'm doing it wrong and I'm accidentally putting it one second ahead instead of doing it one frame ahead
Is this one frame ahead or did I set it up wrong?
I can't zoom in more
no you probably need to zoom out
if there's one at 1:00
which can be placed automatically if you do add property
There isn't one at 1:00, I checked that also
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)
it's a problem with the gesture system as a whole, not shapekeys specifically
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
Okay, I reuploaded, but the problem is like...
it's like rocknroll is sticky now, I guess?
My hand doesn't want to go to the next hand gesture until a few seconds have passed
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
weird!
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?
@tough lodge what exactly do you mena by "default position" ?
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)
It should be local, but lemme look
basically I mean it stays where I put it originally, even though moving the bone around in Unity moves the particle system too
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
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)
Broken rigidbodies maybe.
⬆️
That aren't attached to any joints.
other way around, but yes
Should I like... add some empty rigidbodies and slap the particles in them and attach them to the bone joints, you think?
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
The flames are actually working great, if I could aim them
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
Can have rigidbodies without joints. Can't have joints without rigidbodies. 😏 "Other way around".
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
unless you were saying missing the target rigid body at all?
Rigidbodies that aren't on hands and thus not being referenced by the joints therefore the joints don't move.
The issue is a missing rigidbody reference.
good point, so either way around then, my bad
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...
not with global sim particles...vrchat is weird that way
Well, thanks, y'all 8)
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
Would be better anyway. It'd work in every instance.
I'll give that a shot!
why my avatar sitting in unity?
Do you mean the default muscle pose?
y
@clear yew 2nd pinned message in this channel
is it possible to make the head of an avatar grow during an animation?
sure, just scale the head bone, or use a shapekey that does it
but when i do that it reverts back to normal
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
how do i do that?
ok it shows the new size values when i disable preview do i need to have it show up with preview on?
this isnt working and its so frustrating how do i even get it to work?!
you want an animation that makes your head grow bigger and it's permanent after the animation?
hit record, set the scale of the head to whatever increase you want it to be
I did, but it just reverts to it's original values
during the animation?
Yeah
I think he has that curve issue where the value drops back to default right after the keyframe that increases size value
click "curves" at the bottom, a screenshot would help
the curves say the desired size
but the numbers on the left say the original values
restart unity...that's acting screwy
does it usually happen with unity hub?
not a common thing, every program can glitch out though
is there a way to force the animation?
did you restart?
it sounds like the animation is in reverse...as in you set the values and then recorded it at 1.00
i think i got it to work
but im not really sure
nope didnt work
actually im getting an error on the inspector
a binding warning
i think this is the source of my problem
you're not adjusting position or rotation right?
right
go to blender, make a shape key that does it...your issues is you cannot animate the humanoid bones at all
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
yeah everything that i import in unity that comes from blender ALWAYS screws up somehow
so im just gonna use a dummy head
wait
how do you change the animation to a humanoid clip?
using animator. properties for the animation instead of normal transforms
I don't think there's any for scale, but I could be wrong
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
@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.
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.
By having a fake skeleton for anything you want to animate outside of an emote
@fierce bane how would i make it so there is no bobbing from the walking animation
@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?
humanoid animation, one of the options should be root
i found it but
its not letting me disable or remove anything
its all greyed out
I did say you have to make a custom one, not edit it
oh sorry im a bit tired
you might be able to ctrl+D to duplicate it, but I'm not sure if that works or not with those
but you should really make a custom walk animation if you want it to look good while floating
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
also thank you for the help
it's not parented to the hips, fix that
the parenting should be the same if they're going in the humanoid rig
😮 oh yeh uh ye i knew that .... XD
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
yeh its not working im not sure how to do this
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?
you don't change them to 0, what you're seeing IS 0, set them to a proper height but keep it constant
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
Nope, you do it the same way you always have.
bnut onsp script isnt a thing
and animating the normal audio doesnt turn it quieter or decrease the range
the range is bit too long
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
seems like every single one of the settings have something to do with range
exept gain
Should be able to change range and the graph that explains the range
yis thanks 😄
It's essentially the old component. It even bugs the game the same.
Don't worry, not much has actually changed.
anyone in here mess with inventory system for avatars?
I'd like for the fingers to be wrapped around the gun when I do the enable emote
The only real way to do that is to swap hand meshes with the emote also. @gaunt wing
Otherwise, IK takes over.
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.
Since inventory system, probably just a separate mesh.
So it'd require a hand mesh for the gun and the original hand to be a separate mesh.
And you'd swap them.
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.
Creates a spatial audio source in VRChat
I tried that, still a point source, maybe I messed up the audio sourced for tweaking too many settings
I dont have any experience with it tbh so gl. Just wanted to make sure you're aware of the docs
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
@odd latch Tried the 2D-3D slider in the audiosource's settings?
It'd be set to 2D for that use case.
I have animations but I need to put them in animation controllers to put on the model, anyone know how to?
what kind of animation? what does it animate exactly?
@vital peak depending on what you need it to do, suggetions would be different
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
and the model is not my avatar, it's a separate part of the animation
anyone here have a muzzleflash prefab with light sources and stuff? Trying to work on that gun still
@vital peak so you want to activate a separate model that has a dance animation?
I completely forgot, what was the regular solution for fixing "Binding error: (S)ome Generic clips animate transforms..."
@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.
Thank you! I'll check that out
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
the only way to make it work would be to make my own override for my own character i think? with her gestures? hm
Sitting gestures and animations are separated from standing ones yes
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
Trying to put an animation onto a model but the model will just stand still when I press play
Wheres the animation? You don't really want it to play automatically in game.
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.
Also @vital peak make sure your animation was imported as humanoid if your model is humanoid
how do I add a sound for snapping someone? like this?https://www.youtube.com/watch?v=9wudBaCiGgY at 3:30
#Gnome #VRchat #Meme Discord : https://discord.gg/McdSA6p twitch : https://www.twitch.tv/greatmoonaroma 🎅 Weird gnome with my friends 👌【VRChat funny Highligh...
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
@bleak raft are you saying you want it to slowly change from 0 to 1?
in the video theres a guy saying to make sure the animation is from 0 to 1
or am i getting it wrong
I don't know what you're talking about there
what are you trying to do exactly?
just the best description you can do
add facial expressions into open hands
but im afraid of the red bar you see not reaching 1
like where it says 0:00 and then 0:01
or do i need to not pay attention to that
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
so at 0:00 and 0:01 you should have it set at 100
is it set to 100
as long as both keyframes are set to 100 you're good
both keyframes?
the diamond shapes are keyframes
so frames 0:00 and 0:01 should both be the same (or it will flicker)
I'm pretty sure that's also what the video you mentioned was saying
No. Though I'd suggest zooming out and making sure it isn't going out to 1:00 range just to be sure
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
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
keep going untill you see 1:00 to make sure you don't have any auto-added keyframes on it
otherwise from what I can see it looks fine
no frames, should work fine
also, ALWAYS turn off recording once you've recorded what you want (prevents accidentally messing it up with other changes)
Just means they are used in that animation
if you unclick preview you'll see that vanish
waiiiit are you the thulen i know
ohhh i see i see
now its ready to put into hands open in the over ride correct
Probably not im barely on Discord, mostly just stand in vrchat doing random stuff
are you a friend of cheeky
know a few , if its Pea then yeah
i want to make an emote stay in loop untill i cancelit by moving, how do i do that
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.
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.
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.
like enote have 8 second, cant i make it go up to like lets say 24 seconds
somehow duplicate the dance
I've seen people add costum blinking animations to their models and animations for tail to move, how do you add those?
how to make world mesh particles aligned to shape direction and saving their rotation while rotating parent source?
@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)
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
so basically i just did 8 seconds loop for 30 seconds 🙂
hey was wondering where can i find cool animations
pls @viral locust if you respond
whats the best configuration for a walk animation? in unity looks very well but in game no :C
@fierce bane How do I disable blinking? what's the name of the option to do that or where to find it?
@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
to change the path you just select the component in the animation and hit F2 then edit it
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
it just disables an animator's behavior without disabling the object, that's it
you use that as part of any gesture that you want to also disable the blinking
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
i'm not even asking for help so much as venting
😤
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
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?
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
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
The swords are 3d models
Do you wan the scale to be instant or gradual
Instant
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
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
I didnt know I could do that
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
most people do not know techniques for animating avatars and just do what they discover or are told
By disabling you mean..
plenty of tutorials on youtube, try following those first, ask questions here for stuff you don't get
by disabling he means using the gesture override to set the game object inactive
game objects can be active/inactive, or enabled/disabled
if they're disabled, the components on them won't play/be visible
I've never do gesture overrides before so this is all new for me
is that a finger pose pack?
yeah
Thanks
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
helping someone on discord do a combo gesture here are some things i used: hand animations: https://github.com/oofdesu/lin-unity-packages/blob/master/mixamo_...
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
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.
anyone know how to make a toggleable emote which turns two meshes off and turns on one and then secondary to do opposite
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
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.
@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
Gesture manager depends on the model having its descriptor with its Override set up.
@hybrid merlin
by descriptor you mean this?
currently my favourite animation
Ah yes, a fellow TF2 fan
guys can someone help me to make easy animation ... i dont know how
i want make something on me what will say im deaf..
anyone know why I cant add any more properties? I cant add properties on other gestures aswell
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
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.
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.
so it would be none of these
In the scene. The uhh.. hierarchy tab.
hang on while I quickly look through it
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.
oh that
It's just the terminology that's mixing you up. No worries.
The thing in the Projects folder is the controller file.
ah I see
I got it working
thank you again ^^
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?
it's probably just a spring joint, yes...you'll have to play around with it until you get one that works
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?
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.
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?
@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
what about the spring's rigid body settings? infinity on drag and angular drag?
infinity is used for "stay still forever"
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
show me hierarchy and let me know where you have the joint and rigid
what constraints do you have on fixed joint?
no constraints, currently in-game and testing, spring joint isn't working
all constraints are unchecked?
position and rotation constraints are unchecked
what is the purpose of that joint?
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
rotation should be checked then
that won't solve the issue with the spring joint though
can you show the spring joint setup?
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
how much emote time limit for now?
@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
Can make it longer?
that depends on what you're trying to use it for
i put dance animation into it and animation is 1.50 min but it look like it stop around 1 min
best thing I can suggest would be to use a gesture to activate a duplicate that animates instead of using an emote.
well i don't want to duplicate more model in my avatar is to much now 😢
@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
how can I trigger sound when I touch object?
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.
@stoic valley you have to create animation on duplicated model not original one. it will crash or not working if you didn't
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?
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
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! 😅
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*
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!
how can I trigger sound like this?
https://www.youtube.com/watch?v=_nt8F2TiU2s
#VR챗 #VRchat #VRchat하이라이트
디스코드 채널 : discord.gg/McdSA6p
트위치 생방 : https://www.twitch.tv/greatmoonaroma
👻 외국인들 무서운(?) 아바타로 놀래켜주기ㅋㅋㅋ 💀 【VR챗 레전드 하이라이트 모음집】 #27
안녕하...
Anyone got some martial art animations I can use?
@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.
@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.
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?
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.
is(stop-action) it one of component?
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.
is there have site that I can learn?
I search youtube but there is only basic tutorials in it. not much else.
You can either try searching RetroGEO on Youtube or oofdesu on github for some good starting points.
I show them all.
and I applied most of them what I need. but I can't figure out that punch animation
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.
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
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
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
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
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
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
emote @proper hedge
Use that for testing gestures
woah never heard of this >.>
@bleak raft an emote is a fixed length animation, so it will always stop after a fixed time
but it stops really early
Also, Thanks lin. This seems like a good starting point, i might check it out.
How long is the animation you're trying to play? Where does it stop?
1 stops instantly
and another stops like after a little tiny bit of the beginning
@proper hedge
Can you screenshot your emote animation clip
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
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?
1 song is like 3min and i think the other is more
you are going to want to toggle on a duplicate avatar, in that case
So have one avatar checked
Like have my main and the dupes that have the song check marked
?
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
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
Crap
What if i dont wanna make myself invisible
cause most simple methods would cause you to oof your eye tracking
then its pretty simple
What do i do ?
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
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
Mind if you dm'd me those files and copy and paste what u said
sure
Since ill have to try it later since im on my way to work
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
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
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
how do i shrink other peoples avatar when they sit on a chair avatar?
I dont think you can do that. Might be possible with a shader but I am not sure
Yes you can. The station has an animation slot, just have the pose you want, and adjust the scale in it too @rustic mesa
But can you shring the person thats sitting on it?
"adjust the scale in it too" that's what I was saying yes you can to
How will the viewpoint of the avatar handle that?
don't have an answer there, sorry. I've seen people do it, I just never get in seats
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
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
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
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
Add a fixed joint to it and dont attach it to anything
also if you don't set up an animator and use a behavior toggle for it it'll offset after every time
isnt fixed IK better
are you talking about final IK?
yes
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)
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
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
is there a video you can link me about doing the animation model thing with a joint
lin gave you the package yesterday
follow the instructions in it, replace the cube with your duplicate
@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.
set the drag/angular drag to "Infinity"
Sorry for dumb question but where exactly you mean I need to set that
Is it at the .anim file or the gesture active
neither, it's in the fixed joint
Alright I'm gonna tried it. BRB
the shakyness should be significantly reduced...but there is likely to still be some...downfall of the workaround
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.
@fierce bane how do I "scale it in"? Also there's no animation slot, just an animation controller slot
@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.
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
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...
What if I wanted to do it for quest?
Plus IDC about the viewpoint I just want the model shrunk
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?
Same concept as usual, make their idle animation what you want them to do
so just basically drag and drop the animation onto them basically
Somehow the animation still shaking when Idle mode. Already set the drag/angular to "Infinity".
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
hey what setting can i change to make a sound to be heard from farther distances
A question. Can we continue to make custom blink animations?
This is the configuration and does not work in the game.
animation component doesn't work in vrchat anymore, you need to use animator
no one knows how to increase volume in an audio source? i cant seem to find it lmaooo
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
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!!
@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
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.
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.
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
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
well, I see lots of avatars with long animations gestures
but gonna try that @cold pulsar, thanks
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
No prob good luck
Just set em to 100 in unity on the body before upload. They'll stay that way IIRC
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
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
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)
I think they mention a fix for that when vrc updates soon of not being able to see your animation on mirrors
@deft schooner why is this here?
@sick loom Oh sorry. Where is the art chat?
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?
@echo wraith did you just place the model under your wrist in the hierarchy?
My left hand
didn't use a fixed joint or anything, correct?
it doesnt, that should have it anchored in the hand properly
is it enabled with a gesture or something?
Yes it is
I think it might be because I disabled object instead of mesh renderer, gonna try that now though
object is fully disabled while not in use?
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
Hmm, good idea. Thanks for the help. 🙂
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
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?
Yes
PC and Quest users are seeing the same thing where it's in the distance from the hand
do you have anything on the dancing avatar other than the animator?
No, just that
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...
Hmm, I could give it a try. Honestly, I don't usually run into issues but this one is quite the pain.
how far to the side is it? arm length? further?
I'd say about arm length, still moves with my hand
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?
I have not tried that, so I'm not sure
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
I'll give it a shot
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
I guess the animation would just keep resetting the position to 0.
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
Yeah, I thought this would be so easy since it's simply a dancing man in a hand. Lol
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
Actually very basic. 1 mesh, 1 material, about 500 tris, about 40-50 bones I believe it was
yeah...no idea why it's so weird with it...
@fierce bane And I can reset the position in the original dance animation to save on animators, right?
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
I have a lot to try. I should get to it. Haha
hopefully you can figure out what it is
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.
You're going to reset the avatar position with the gesture right? should work...probably better than using the animator to do it honestly
Correct
emote toggling or however its called seems complicated
Doing it from scratch is. Luckily, some VRC pioneers made it pretty simple for everybody by streamlining and sharing it.
@bitter gyro what you mean
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.
inventory system: https://github.com/Xiexe/VRCInventorySystem/releases
@fierce bane you sure this works?
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
is this where I can beg for high quality animated flame spritesheets? Google is failing me
You check the Unity asset store? They have some free sprite sheets.
Sprite sheets are actual gold bricks.
Even after finding tons, I still have to make some myself.
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
their animations are probably more than just emotes
emotes or gestures that trigger objects can have their animations last indefinitely
https://gyazo.com/7ce1ad954a2a02b2f5318f84dcabcf4b anyone know why this aint working?
opening just snaps the door open
@analog onyx Did you make an animation for the door opening as well? From closed to open state
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)
@analog onyx Or maybe your curves aren't linear.
@odd latch can you explain?
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
Ohhh alright i get you
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
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
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?
Hmm my tail wont wag in vrchat but in unity it works
Did I mistakenly put in hierarchy?
Oh wait
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
youre suppose to have only 0 and 1 frame
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
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
Yep
ok, thank you!
anyone know if its possible to make my avatar float in animation and still be able to move arms and hands?
Ghost legs, custom idle animation and VR
what would be the best way to go about this?
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
Is there any videos to help me with this?
go to blender, duplicate leg bones
there's no video that I know of on something so specific
set those new bones as the leg/foot bones in unity's humanoid mappings
select avatar> rig> configure, do that ⬆️
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
yes
So why do I have to duplicate them? Can’t I use original
you can't animate them because the IK is always moving them
so should i rename the new leg bones something different then?
I mean, preferably so you know which is which
okay what do i do next?
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!
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
iirc, you bake them into the fbx of the avatar and then extract the anim file from the prefab
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.
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
Got it mostly working! Some textures are messed up but thats probably the model.
how do you do animation override for the index? I overode the finger gestures...but theyre not working.
You switch into gesture mode to use gestures on index
@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.
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
@sick loom where would one dowload unity
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?
Dunno what you mean by stretch but how is it being animated? Via gesture entirely, or are you using an animator component?
@charred quarry
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.
@polar swallow https://youtu.be/yBwD15IiDDU
helping someone on discord do a combo gesture
here are some things i used:
hand animations:
https://github.com/oofdesu/lin-unity-packages/blob/master/mixamo_gestures.unitypackage
gesture manager for testing:
https://vrcmods.com/item/4582
@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
anyone know how to make my avatar in a permanent floating animation?
Fake legs and a custom idle animation
how should I prevent my avatar from blinking while doing other facial expressions?
you can use my blink fix if you want
do you want me to DM you it or just post it here?
is that a unity package?
yeah. it's a package. it includes instructions
it's small enough for me to post in discord tho
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? :<
Here an example of stretching:
Note Rudolph the red nosed space marine.. I'm not using any special shaders either
@clear yew try unchecking apply root motion if it is checked
what is the meaning of STRAFERT?
@clear yew apply root motion is in the animator component, not the clip
@fleet stirrup strafe right
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
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)
I want to assume most ways of achieving (solo) flight currently aren't very feasible/usable?
Just thought I'd check.
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
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?
guys...?
could just be a sdk error
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?
nope, overrides are not split between left and right hand, for some reason
oof i could've swear it was possible though, could just be my imagination thanks tho!
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
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.
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
i see
@hollow salmon @proper hedge @young hearth Sorry for mass ping but you cooould just take advantage of right hand priority for something like that.
oh? so its possible?
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.
Well yes, you could have another gesture cancel it.
It depends on how you want to set it up.
But that's just kind of a waste of a slot to be honest with you.
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.
hey wait a minute, wasn't there a dual gesture combo thing in vrc?
Combo gestures are a thing, yeah.
yeahhh
Taking advantage of all these small tricks really opens up the possibilities.
But combo gestures are something else. Still a little relevant.
i'll look into that more i think thats kind of what i wanted to look for
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.
right~
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.
😅
Lin knew that too, but probably thought too big again. 😏
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.
Find where your custom override is and check that for what is assigned as an active animation
Thanks! Unfortunately I don't need this anymore but now at least I know how to work with animations that were already made beforehand.
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
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.
Hello
@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...
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
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
did you make the blink controller yourself?
also are you trying to avoid using VRCs built in blink?
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
that's fine, can you show the controller setup you have?
and does your blink animation go from 0 to 100 for the blink?
Can anyone explain
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
you should do animations on a copy of the avatar
I did
If you have nothing on the idle you can upload it
Its ok then if the copy is stuck in bike pose
the pose won't be affected in Unity
Nope both are some how
see second pin in this channel to fix that pose
that should only happen if you animate on the avatar though
I did
not sure what your other issue is, can only see a crappy phone recording of a playing animation as far as I can see
Yeah but I can’t get it to go to a gesture
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
@stuck spade you need a blank controller, not the idle one. The only thing you want in that controller is the entry -> blink animation
Wait I got a save one sec
i tried that aswell on the body but didn't work
Yup maybe restart
are you able to create the controller for me and share it? So i can see how it's made and replace my anim
make sure the animation is made FROM the animator there, not from the avatar's level
What?
not you
what's Avatar level tho
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
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?
animator should be on the body mesh, not the avatar level at all
One thing with weapons how does that work
Animator or just the animation script? 🤔
alright imma try that later
it's an older function that is depreciated (no longer works)
I know the animator
it's basically the same, just a different way to do it
So can I have help with weapons
@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
will do when i get home after 8-9 hours thanks
good luck
shift F are just the keyboard keys for gestures
Exactly can it be translated
I don't know what you mean by translating
As in use
How?
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...
Let me guess needs full skeleton
yes, humanoid skeletons are required for any gestures, emotes, or tracking of any kind
I’m meaning full fingers as well
or any non-idle animations
no, it does require 3 fingers however
thumb, index, and middle fingers...only the first bone should be required though
you can also do hand animations on non humanoid
Ok then why doesn’t it work
Ps I need assistance with fixing bike pose prose something
idk but i've already made an Avatar that was just an empty gameobject with animations to enable songs with the hand gestures
@candid pulsar I already told you, check second pinned message in this channel for bike pose fix
Where’s the pinned message!!
If you’re on mobile, you hit the lil people lookin icons in the top right
Then hit pins
Welp I’m screwed
Looks like I’m restarting
Since I can’t get the damn thing to work
Ok so this isn’t working
@here
It doesn’t want to work
Hopefully this works
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?
@fierce bane O:! so, about your message about https://media.discordapp.net/attachments/390924344475254792/660014552666210354/unknown.png?width=848&height=322 this was been working for me until a few days ago. suddenly all the avatars i had working previously with blinking animators components on the body are just suddenly broken O:!! even the ones that were already uploaded, now no longer blink. Did something change? D:
not that I know of?
not unless the non-specific "Safety and Security changes" on the 20th messed them up.
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
thanks O:! it's so strange :<! my tailwag animator still works, but that's on the hip bone
@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.
shouldn't i just be able to see it in mirrors? O:
you should be able to but it's just a guess
Something is wrong with my swords not appearing in my hands
Can anyone help
Hello?
😦
🥺
😢
😭
have you looked at prop tutorials on youtube?
Anyone can tell me where I can find good, long dancing animations?
Everything I find seems to be just 3 second loops
I see those anime dancing girls avatars and long dance animations
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.
Could anyone actually add an animation to my avatar with a weapon
I learned to animate weapon props from various youtube tutorials, what are you having trouble with?
I’m trying to make it so I can use the sword in my hand and make the holstered one disappear
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
Yup got that but the gesture isn’t responding
is the animation only two frames? nodes on frame 0 and frame 1
keyboard or controllers?
Keys
which F key/s?