#animation

1 messages · Page 118 of 1

fierce bane
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and definitely don't default to "I'll use mesh because I dunno" especially when you're trying to make it compatible for the super low end Quest requirements

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@naive cipher do you want instant growth or growth over time?

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that's what decides if you use a gesture, or an animator.
Instant you just set the gesture animation to scale the prop to what you want.
Over time you use an animator and adjust scale how you want there as well.
Objects that are a child of another scale with it when animated. IE if you scaled a staff, the orb placed on it would scale too (just maybe not correctly depending on how it's set up, might be out of position)

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@dim sierra if you have any dynamic bones on your humanoid bones they'll get in the way of animation, always try to avoid putting them directly on humanoid bones (like hips for a skirt or belt loops, or on the head for hair). Make a root bone and put it on that instead. It can cause issues in game as well.
To animate on them anyway, disable dynamic bones while you animate.

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@warm shard just remember you need to keep things simple for Quest.
You CAN however have difference in your models between the two, so PC could have duplicates with rigids/fixed copying your movements, but not on quest.
The thing that determines what is displayed is them being uploaded with the same blueprint ID on different platforms, not the models being the exact same.
If you do that I'd suggest two different avatars in the scene to make it easier...just be aware of changes you need on both.

For rotation you can just make two keyframes, start and end and give it a rotation amount.
Exception is if you need it to rotate in a specific pattern or something instead of a looping set amount.

naive cipher
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I was looking at instant growth. What I was doing was setting an animation on the avatar, that changes the property of the gun to isActive. To do that, though, I had to remove the animator from the gun

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That didn’t work though. In fact, it just made the fingers wave around weirdly, and take a few hundred years to transition to the next guesture

dim sierra
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@fierce bane thx buddy! I didn't permanently fix my issue, but I was at least able to get my root keyframed where I needed it to me. I'll remember that for my next avatar 👍

fierce bane
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@naive cipher you didn't make sure it was 1 frame only (2 keyframes on 0:00 and 0:01) which is a requirement for gestures to work properly.

The easiest way to set that up is to leave the animator on the gun

  • Uncheck the top left checkbox in the inspector with it selected so it's disabled by default.
  • Then Duplicate your avatar (always to avoid any possible issues while animating)
  • Then hit "record" on your gesture animation (red circle on animation window, above component section)
  • Check that same box to enable it.
  • Click "record" again to stop recording.

Then just put your gesture animation into the overrides and those into the standing animation overrides (covering bases here)
If you want the hand in a certain pose, set it up in the gesture animation too, make sure to use animator values, not just rotate the transform.

After it's all set, you can copy/paste the 0:00 keyframe to the 0:01 spot by selecting the top diamond, hitting control+C, then moving the white bar for the timeline to 0:01 and hitting Control+V to paste

(apologies for wall of text...unknown skill level, covering needed steps)

naive cipher
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Allright, I’ll try that tomarrow

warm shard
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How would I use Final IK to do that puppetry trick btw? I just finished up with the other avatars so soon I want to try and make one who can toggle moving clones of himself

fierce bane
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Final IK is a $90USD asset on the store, past that, can't help

warm shard
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$90? Jeez. Maybe I'll just set them on some idle pose or something

kindred trout
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Does anyone know how can I make an object disappear/appear gradually?

clear yew
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with a materialize shader i would guess

kindred trout
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what shader do you suggest?

clear yew
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dunno what the cool kids use now but I know that Bender got some good shaders and he got a materialize shader in the pack

kindred trout
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can I adjust the shader values inside an animation?

clear yew
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yes

kindred trout
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thanks a lot!

kindred trout
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but using the materialize shader would make my weapons unseeable in the mirror now

fierce bane
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if you mean a material change, then yes but only to you

kindred trout
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also I find out some of my particles can be shown in the mirror, some others not. Is there a limit of max number particles used otherwise the particles would be blocked?

naive cipher
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Or do I just have to put the animation in the override controller

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Ima put the thing on it

clear yew
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You can put it in the animator component for testing purposes if you wanna get a little advanced. Otherwise putting an animator in there makes no difference.
You put the animation override controller you want to apply in the avatar descriptor

naive cipher
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Well I guess there's no harm in doing it

clear yew
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It's useful for advanced testing if you don't want to go into the game to do it

naive cipher
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Oookay, so i'm just going to list what I did, and if someone would tell me what I did wrong, that would be nice.

  1. I duplicated my avatar
  2. I made an animation that enables a revolver, using the Is Active property. The animation is one frame long, with two keyframes. Each keyframe enables the revolver.
  3. I disabled the duplicated avatar, and put the animation in the controller override under FINGERGUN and FIST.
  4. I uploaded.

So after that, it didn't work. Does anything look wrong there?

fierce bane
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@naive cipher when you look at the animation, is your "is active" property a checkbox or a 1 ?

naive cipher
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Its a checkbox

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it works in the preview, too

fierce bane
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is the hierarchy for your two models exactly the same?

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is the revolver object in the same place in both of them and named the same?

naive cipher
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Oh wait, I think I may have found the issue

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The revolver is scaled to 0.001 for some reason

fierce bane
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yeah that'd do it

naive cipher
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So pros- I got it to work

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Cons- there's a super long delay between enabling the gun and disabling it. Also the fingers now wiggle.

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I understand the delay thing, but I have no idea what's happening with the FingerWiggle™️

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Okay, apparently I don't understand the delay. Any ideas of how to fix it?

fierce bane
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zoom way on on your gesture...most likely your gesture animation isn't at 0:00 and 0:01
OR
zoom way out instead, probably an extra keyframe (often happens if you add component instead of record activation)

naive cipher
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Fixed it, more or less

kindred trout
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@fierce bane is it possible to make the material change visible to myself?

bitter gyro
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Material changes will be visible to everyone. Just not for you in mirrors.

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Also, some of your particles may show in mirrors if the particles system is always active and you just animate up certain values.

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@kindred trout

kindred trout
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@bitter gyro this is quite weird since I once used another avatar made by someone else which can see the material change in the mirror, which inspires me doing the same thing using the materialize shader

bitter gyro
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Material changes aren't going to show in mirrors. It's more than likely a mesh swap. @kindred trout

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They may have done some extra steps to make it appear to themselves in mirrors.

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Toggling objects does show in mirrors. Animating material changes does not.

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At least, not yet. I've heard they know how to correct it, but just haven't done it. It'd be nice if they would.

clear yew
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it kinda worked 2 years ago then they changed how mirrors worked and you could see objects appearing in them but that broke material change

bitter gyro
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Ahh yes. I remember when toggling objects didn't show in mirrors, but toggling the mesh renderer did. It's kind of flipped.

muted lance
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So, In game my model that dances on my hand appears in the air next to me for people while it stays in my hand and does the correct animation for me.

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What should I do? Please help.

bitter gyro
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Depends on what you're using and how you're animating it. Local vs global is 50% of the animation fight in VRC.

clear yew
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Im trying to write a name using particles to match the fireworks I have going on in my world, and I was wondering if it is possible to do by animating an emitter to trace your name

ember osprey
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Hello, I am trying to add custom animations to a jukebox model without bones but has individually meshed handle and record spinner which I animate in Unity. I've created some animations but when overriding them with CustomOverrideEmpty and finger gestures (e,g, shift+F2) I get weird behavior in VRChat as if they desync at one point and do not play properly. Is there a stable way to simply attach some animations to a model with separate meshes without bones and play them in VRChat with a button press?

little copper
clear yew
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do you have any property on the idle animation that's touching the dynbone script ? or moving any of those parts ?

little copper
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apparently im the only one who can see the flickering when i asked someone

clear yew
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i meant the keyframes of the animation

little copper
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and again, only on that ide ^

clear yew
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only you ? so it's just local scuff

little copper
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is 0- 0.1 theres no really animation

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is just the pose

clear yew
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if it's only local and you only see that in mirrors there isn't much that you can do

little copper
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well its ok i guess, thanks for trying to help! @clear yew

kindred trout
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how can I make the particles contantly changing color upon activation?

fierce bane
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color over lifetime

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or use a shader that shifts through colors

kindred trout
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is it also possible to change size constantly

fierce bane
kindred trout
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👍 \

near elk
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Anyone know the what the song is that goes with the jump dance emote on some avatars?

flat elbow
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Hello i am trying to make a gesture where i throw a ball. i want to be able to throw one ball each time i use the gesture. is this possible?

fierce bane
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if the balls are just particles, sure. Particle system on by default and emission off, use burst emission and have the gesture enable emission. Simulation space should be set to world.
You'll have to use either the VRC_IKFollower or a rigidbody/fixed joint setup to make it work properly as well.

flat elbow
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oh disable and enable emission with an animation? will that allow balls that are still in the air to still exist?

fierce bane
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yes, since the system is never disabled

quartz sandal
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Tried to put particle animation on my avatar, the particles show up but texture of it is missing (instead it just displays as purple square), any tip on how to fix?

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in unity it's normal

flat elbow
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The particles are not coming out the moment i activate the gesture

quartz sandal
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ok, fixed myself by setting shader in particles to particles/alpha blended

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wish particles showed in mirrors tho

fierce bane
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they can, but they have to be active always for that to happen...
but yeah...that and material changes not showing sucks

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@flat elbow there are a lot of things that could be stopping that...how you set up the gesture, the particle system, and other stuff too...screenshots help

warm shard
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I feel dumb for asking but can anyone help with this one avatar's shoes? I did the same thing I did with the previous avatar to this one, putting the shoes on both ankle bones, and for whatever reason they won't follow the feet correctly. They'll follow where the feet go vertically, but not where they're spaced horizontally

kindred trout
clear yew
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hey um
in Unity, with an animation, how do i get my avatar to curl it's hand

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like you would with holding a lightsaber/sword

clear yew
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@clear yew You rotate and move the fingers in the animation itself

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@clear yew ik that, but that's hard

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yeah'

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welcome to avatar making XD

glad escarp
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Hey guys - I tried searching this up here, but probably using the wrong words.

I'm having a problem with my prone poses. (Mainly I am trying to add a special Sitting animation)
When I do this my viewpoint when doing the animation gets stuck in my chest - I've heard I can't move the viewpoint itself as a recording, so what else is there? I know folks can get this particular one working as I've seen it in game before.
I've also had another issue (with a different prone that works fine) where it cuts off her Visemes so they no longer work.

If anyone could point me in the right direction I'd appreciate it. Thanks

fierce bane
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@kindred trout a point light spawned by the particle system will sit at the center of the particle
Also it doesn't get longer in a single direction if you scale it, it'll just get bigger in all directions, that's how point lights work.
Also lighting spawned by particles adds an extra drain on performance over just having it enabled with it since it has to check the particle system for what it is supposed to do (even if no options are set and it's just "enable and die with particle")

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@clear yew you can't actually rotate the finger bones themselves for a humanoid rig. You need to use the animator. components in the animation instead. Or you can pick up "Muscle Animation Editor" to make things much easier on yourself

charred prairie
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I also need help fixing the view point when with an animation, the viewpoint is just in the chest.

fierce bane
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@charred prairie @glad escarp When you go prone on desktop the camera is set to a specific height.
Basing your animation ON that height and position (straight down from original camera position) is your only option that I know of.
In VR, crouch/prone being activated is based on your movements. Similar issue with overriding the prone position there, if you set it to a specific position it's not keeping your head with the camera any more

kindred trout
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I put the flower particles at the position about the chest but if I go prone the particles would spawn over my head

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is there any way to let the spawn point follow my chest

clear yew
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Are you using either an IK follower or rigid body fixed joint setup?

fierce bane
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@kindred trout ⬆️ if you aren't, you should be for world sim particles

feral pawn
kindred trout
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my set up

fierce bane
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if the particle isn't attached to your chest, it cannot follow your chest

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and you're not using a fixed joint/rigid to target it

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parent the particle system to a fixed joint, target the fixed joint to a rigid body on the chest...it will stay with the chest

kindred trout
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should I create a fixed joint only or should I also create an extra rigid body, since there is a rigid body along with the fixed joint when I create the fixed joint

odd latch
kindred trout
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thanks a lot!

odd latch
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how do I stitch/merge/combine two animation clips into one?
for example, I have the anim files for point and dance, I want to make a new anim that does point and then dance

clear yew
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Find the 2 animations in your project, copy the keyframes from the dance file and paste them into the point animation

odd latch
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thanks, got what I wanted, now to add particle effects to the animation

warm shard
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Just cause I'm curious, how would you make it so an emote toggles on or off something permanently? I know how to do it with gestures but with emotes it would toggle the object off the moment the emote would end

clear yew
warm shard
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This one doesn't help. It's just for cycling animators on hand gestures, not for toggling things from an emote

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Maybe it does work for emotes but idk

proper hedge
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Its the same principle with emotes

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Start the animators with behavior enabled using an emote override instead of a gesture override

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@warm shard

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Emote or gesture turns on animator component (with behavior.enabled 1). Animator then animates your values without writing back defaults

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Done

little elk
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Hey guys how do you get a prop to stay in one position so when you play an animation from your controller when you move it will stay instead of being attached to your avatar so when you move it moves, any ideas i need help?

stone barn
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Can you say that again? More clear?

little elk
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Yes

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Basically i want a prop to be spawned in when i activate it and not move when i move around the world @stone barn

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Does anyone know?

stone barn
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Oh I understand.

little elk
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Could you tell me how to do it because ive looked everywhere and cant seem to find the answer

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or any tutorials how to

stone barn
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Yeah I’ll send a tutorial

little elk
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Thank you

stone barn
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Yes

fierce bane
clear yew
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Literally put a fixed joint on the object and don't attach it to anything

fierce bane
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basically yeah, with an animator above it to reset its position while not active

little elk
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thank you guys

charred prairie
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is it possible to sit in your own station and use an override animation onto that,

clear yew
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Used to be, they removed that so no longer

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Ever see those space kerbal program avatars flying about? They used that system

charred prairie
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how is that possible

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is there no way to fix a viewpoint with animations though

clear yew
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You can fake changing/transforming viewpoints through a camera system or shader.
There was a model that snapped your neck and turned your camera upside down like your head was snapped.

charred prairie
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do i just make a new camera into the model

fierce bane
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a fixed viewpoint would be disorienting for VR (and one using cameras and world anchor would probably be nauseating due to the twitching from the physics object)

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probably just be disorienting in general, not just for VR

charred prairie
fierce bane
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I'm not sure how to set a camera override unless using a render texture in front of you though...

charred prairie
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It is connected to an emote

fierce bane
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as for sitting on your own station, no. You CAN set up an animation override, but you won't be in the head unless you adjust yourself (using something like playspace mover)

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the head follows the camera, not the other way around, so when you move the head, the camera doesn't move too

proper hedge
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when you could sit in your own station, all you needed to do was rotate the station

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and you, with your view, would rotate

charred prairie
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its just the when i use it the viewpoint its stuck in the chest so playspace mover would allow me to alter the viewpoint

proper hedge
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well you can't sit in your own chair anymore anyhow

fresh estuary
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I'd like to make a fish perform a swimming animation, but on a circular path around an island. Does anyone know how I could do that?

proper hedge
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if you have a swimming animation, you could try putting the fish inside an object that rotates, so it will just turn in a circular fashion

fresh estuary
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Oh shit, that would work I think. Thank you!!!

fierce bane
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and if it's an irregular circle, you can use the object it's in to animate a path

charred prairie
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i dont see how playspacer can edit veiwpoint

fierce bane
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it doesn't edit viewpoint, you'd put yourself into the avatar...depends on the setup

charred prairie
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seems like it would work but i dont have steam

clear yew
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Playspace mover acts outside of VRChat's viewpoint. It literally moves your playspace, not your viewpoint within the game or outside the game.

charred prairie
clear yew
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So? What's your point, that says what I said.

charred prairie
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I’ll have download steam tomorrow then and set it up

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to*

little elk
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Does anyone have a download link to the final ik v1.79?

clear yew
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You can go on the unity store and buy it from there

little elk
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Wait you buy it

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Damn

clear yew
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Yes, it's a paid asset

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Like dynamic bone but it seems that most people don't know that or don't care

little elk
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So i have it but umm the script seems to be not working with the WorldFixIk

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Dont mind the error i know whats that for

clear yew
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What's that supposed to do

little elk
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Fix the object to the world so it does not follow you

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Look at the right side

clear yew
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You watched rero's video for that?
Pretty sure he made one for that

little elk
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I have the limbIk

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No not really

clear yew
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Yeah he made one, pretty sure he also put a download link to the test package

little elk
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Okay can you link?

clear yew
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Search retrogeo on YouTube and you'll find him

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He made a few videos on final ik

little elk
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okay thanks

little elk
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I need to get final ik lmao

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thats sad

clear yew
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It's only 90 bucks

little elk
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Yeah only lmao

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I have bills lmao

fresh estuary
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@fierce bane Hey himeki, I was wondering if you could explain your irregular circle animation path idea a little more? Would that be like a mesh of an oval with the mesh render turned off, and it rotates?

fierce bane
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@fresh estuary no, it can be a blank object, you'd just sit it wherever (usually center of loop or start position) and animate the child object below it (fish for example) to move, ending in the same location it started so it loops properly.

fresh estuary
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@fierce bane Got it working!! Thank you

surreal crater
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@little elk are you trying to play an animation on a avatar that makes whatever you spawn stay in place till you stop doing the animation?

fierce bane
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@little elk the error on the script says to fix compile errors, don't ignore your console

little elk
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Yes @surreal crater

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That is what I'm trying to do but can't seem to figure it out

surreal crater
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let me open up unity and screenshot it for you 1 sec

little elk
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Okay

fierce bane
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deal with your compile errors...script isn't working at all because of it

surreal crater
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put the rigidbody and fixed joint on the empty gameobject on whatever you want to stay in the world

little elk
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No there was no error before I added something and it still was like that

surreal crater
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the only catch is when you stop doing the animation it remembers where you turned it off so when you turn it on again its in a weird location. So you either need to be in the same position where you dropped it to "pick it up" again or reload your model

fierce bane
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or you just put an animator above it that resets its position/rotation to 0,0,0 while off

little elk
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I have no clue, I'm still new to animations

fierce bane
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disabling the animator behavior when you activate the gesture

surreal crater
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@fierce bane smart idea

fierce bane
deft hearth
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how can i make it so either only one hand activates gestures or one hand is dominant meaning, left hand gestures won't activate if certain right hand gestures are activated

odd latch
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finger animations or general gesture activations?

surreal crater
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that sounds like a keyframing issue to me

clear yew
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i'm trying to reposition my characstrs tongue to make it stick out. i move it with the position and rotation thingy. but then when i go to copy paste it, it resets to the default position where the tongue first starts. can i get help ;-;

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its for a gesture..

candid pulsar
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Anyone know how to make a rope

lone venture
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What phonemes/letter sounds have to be lip synched?

lone venture
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Nvm found them

deft hearth
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@odd latch gesture activations

odd latch
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well, I could think of setting up different hierarchies that are disabled when a gesture is activated

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like, an empty object labeled "LeftHandActivations", and the stuff you want your left hand to activate parented to that empty object
and when you use a gesture for your right hand, include an animation that disables "LeftHandActivations"
and vice versa, "RighHandActivations"

now that I think about it, what you want is kind of complicated and very restrictive

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you could try my suggestions, but like I said, it's very restrictive
you might want to do something simpler and then get creative with workarounds
or, get specific in what you want to do and I might think of something up

deft summit
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Can someone please tell me why I can't change the rotation of the bones now? I was originally able to with other models!

deft summit
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If you know please pm me, beacuse I'm gonna head to bed, thanks!

kindred trout
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how can I make the lgiht goes through my light bulb

clear yew
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Looks like that's about right,
Turn on draw halo to make a visible light halo appear around it

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If you really want it to be centered you can probably add a empty game object under the last bone and move it back into the center of the LED bit

kindred trout
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how can I turn on draw halo\

fierce bane
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In the light options

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@deft hearth in VRChat right hand animations take priority.
So if the right hand says something should be off and left says on, it will be off

kindred trout
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I tried enabling draw halo but nothing changes

fierce bane
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Screenshot settings.
Have you zoomed WAY out yet or in to check for size issues?

deft hearth
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@fierce bane how do i check to see and change what the right/left hand says?

fierce bane
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You make animations to fit both hands at once

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If all gestures say something is off except for one or two, it can only be enabled when that gesture is used on the right hand

deft hearth
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and how do i check what the gesture says? lol

hardy compass
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When I go to replace a finger joint movement in unity and I have made an animation, say it's as simple as reducing the size of the eyes and opening the mouth. Do I put it as the animation controller or as a rock and roll bind to the vrsdk activation node, then put it into the vrsdk descriptor as standing model and sitting model?

fierce bane
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The second

fierce bane
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@kindred trout alpha doesn't effect emission. Set your alpha in the albedo above

queen surge
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Hello folks, sorry to interrupt, I'm new to the discord and I had a question in regards to avatars for a friend.

fierce bane
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Don't ask to ask, just ask your question. People will respond if they can help and are around

queen surge
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Okay, like I said, new.

fierce bane
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it's all good, just explaining a good way to get help

queen surge
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My friend is having difficulty with finding a way to have the hair for her avatar not clip through the floor of spaces. Is there a solution or way to fix this? It may not be an animation related question but I asked the main chat and was just ignored.

fierce bane
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are they using dynamic bones for the hair?

queen surge
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To my knowledge, yes. and she has dynamic bone colliders so it doesn't just go through the avatar.

fierce bane
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make a large collider at the floor, make it HUGE but positioned under them. The collider script should be attached to the armature or the top level of the model (with avatar descriptor), not on a bone that would move.

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other than that there's no way to make it actually collide with objects since we can't put scripts on objects in a world

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that'll work for the majority of worlds, though it'd still go through a wall or a slope for example

queen surge
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Understood, I will give her that to go off on. she specifically mentioned the floors.

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Thanks

fleet stirrup
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does VrChat no more support VRIK?

clear yew
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Final IK?

fleet stirrup
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yes

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I saw tutorial made it year ago I wonder still work.

clear yew
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iirc they removed Final IK stuff
At least according to what some friends have told me

fleet stirrup
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than how we can make inventory now?

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I mean, summon props

clear yew
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XieXie's inventory system works.
Or you can just do the normal old reliable activate mesh object animation.
Or activate blendshape if you don't want to add extra mesh renderers.

fleet stirrup
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seems XieXie's inventory no more update since 2018 Oct.

clear yew
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Probably because it still works.
Tons of people use it

proper hedge
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Final IK script still work, you just have to fix the target with a joint or ik follower

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Xiexie's script still works

bitter gyro
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I feel like I talk about final IK often enough for people to see that it's still usable, but people still keep saying that it doesn't work.

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¯_(ツ)_/¯

fleet stirrup
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@bitter gyro well I think because their's no tutorial or video for it anymore so people unsure it work or not.

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plus no more update

sick loom
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It doesnt need a tutorial

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It literally takes 2 clicks to do

proper hedge
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It's not hard to fix, but it's jank and there is a reluctance to normalize this workaround rather than seek a real fix.

bitter gyro
#

^

proper hedge
#

We never did get world fixed joints fixed, was kinda just ignored because we found a way to get around the broken part

bitter gyro
#

I mean, you can search my name with IK. I rarely ever use IK as an acronym for anything other than Inverse Kinematics.

#

¯_(ツ)_/¯

kindred trout
#

how can I toggle my weapon forever using an emote?

surreal crater
#

you mean like a inventory system or just a normal hand gesture?

wanton haven
#

Is it possible to make an animation on a gameobject play using a gesture override animation? I tried and so far I just get this.

fierce bane
#

select that and hit F2, make sure the path is correct from the top level of the avatar

wanton haven
#

Also, how do you make an intro animation, like with the yapyap the destroyer avatar where a dropship flies in and drops off the avatar?

fierce bane
#

for example if its an object named "droppod" with the animator on it, and it's directly on the armature, it'd be armature/droppod

#

for intro animations you'd need to have your avatar hidden (either with a shader or the mesh render disabled), and have the animator active and set to not loop. In the animation it should re-enable the mesh render (or mat swap/shader value adjust)

wanton haven
#

That's what I thought, but I wasn't sure if the idle animation would override it or if I needed to override that at all.

#

But thanks for the info

#

Still saying its missing?

raw vector
#

hello peeps, i think this is where i should ask this question

#

so i made a character that doesnt have a sitting animation

#

so i tried to add it but... i dont know where am i supposed to put it in

clear yew
#

Proneidle

raw vector
#

is that in the Animator section?

wanton haven
#

Wouldn't it just use the default sitting animations

raw vector
#

its literally just me laying down like im holding a gun

wanton haven
#

as long as you set the custom sitting anims to your anim override

raw vector
#

where do i set that?

#

here?

wanton haven
#

under vrc_avatar descriptor

raw vector
#

this?

wanton haven
#

Then on the override set what ever animations you want overriden with yor own.

raw vector
#

i think i got it

#

ty guys

#

appreciate it

wanton haven
#

Now if only I could figure out why unity insists that my property is missing

#

NP

clear yew
#

Probably need to remap it.

wanton haven
#

?

#

Its a child of the avatar itself

#

so shouldn't droppod : Animator.Enabled work?

fierce bane
#

@wanton haven hit F2 on the animation property, copy/paste the text there into chat so I can see what it's looking for

wanton haven
#

@fierce bane It just says droppod

#

the object is a child of the avatar object

#

not the armature

fierce bane
#

@wanton haven based on your screenshot before it's part of the armature which is why it's saying it can't find it in the avatar itself

wanton haven
#

I changed it, before it was looking at Armature/droppod

fierce bane
#

I'm talking about the hierarchy there.

#

I can only base things on what you show me, so everything is based off that hierarchy list until I see different. Guessing at changes is only asking for problems

wanton haven
#

OK so this is what it says

#

Armature/droppod

#

for this heirarchy

fierce bane
#

and your animator is on droppod correct?

#

not on a child of it, but one of the components on it

wanton haven
#

Yes

#

@fierce bane

fierce bane
#

that all looks fine then...unless you have a difference on your main avatar and you were setting it up on a duplicate to animate make the animation

#

it's also possible unity's just acting up and misreading it. Restarting Unity should solve that though

wanton haven
#

I did restart it

#

still not finding it

#

it is on a duplicate

#

but the heirarchy is the same on both

#

and I'm trying to run it on the duplicate rn

fierce bane
#

a good way to test. As long as they're the same it should be fine...

wanton haven
#

But it still says missing

#

Its quite agitating

fierce bane
#

try retyping the path and the name in the object, maybe there's a space somewhere you're missing that is breaking it

#

you could even copy/paste the parts for armature and the droppod object and add a / between

wanton haven
#

I have tried that. you want me to send the scene, see if its just on my end? I can just make the object active and inactive, but doing so adds 24k tris and I really am trying to kkeep this optimized

clear yew
#

Missing path issue?

wanton haven
#

very much so

clear yew
#

What happen if you remove the first object in the path? That would be armature I think

fierce bane
#

your animator and descriptor for the avatar is on the top level, the "Vrchat_Tutorial_Avatar (2)" correct?

analog onyx
#

Is it really necessary for a gesture to have two frames or is just one fine?

fierce bane
#

you need two. Just copy/paste the frames to the second

analog onyx
#

Gotcha

spring nova
#

the reason why you need two KEYframes is because if you only have one, you're not specifying the length of the animation and it will default to 1 second. Having two keyframes means you're setting both the start and the end at 0:00 and 0:01, so it's only 1 frame long. The vrchat player controller does not work very well with animations of 1 second long, because the transition away is 4x the length of the animation, so it would take 4 seconds

kindred trout
#

how can I toggle a weapon forever using an emote override? I am not doing it with gesture shift + F1 - F8.

#

my weapon would disappear after the emote finished

torn pawn
kindred trout
#

how should I use it?

wanton haven
#

So is there a way to change the animation a model plays using a a gesture override animation

#

like can I make it set the animator on the child object to play a different animation

kindred trout
#

@torn pawn what is the difference between global enable/disable and just enable/disable animations from the inventory system?

torn pawn
#

global is enable/disable ALL objects (if you have multiple)

kindred trout
#

should option "default on" be checked when I use the inventory system?

sick loom
#

Deppends on if you want the opject on by default or not

analog onyx
#

For whatever reason when I got to animate this avatar, it derps out like this, breaking the bounding boxes even when I rotate the armature back.

#

Because of that, half of the avatar dissapears for others.

fierce bane
#

@analog onyx duplicate your model and make animations on the second to prevent breaking, also see the second pinned message in this channel to fix it.

analog onyx
#

Oh, OK

#

Thanks!

#

Did this. Unfortunately, the bounds are still broken

#

No way to just recalculate bounds?

#

OK, just redid it

#

Wasn't too hard

#

Also, how do I get tracers to go the correct way?

#

Noticed that when I had tried shooting the wep my avatar has, it shoots from the original direction it was pointing to in Unity instead of where the gun's pointing.

#

It's parented to the gun which is parented to the avatar, simulation space set to world and all

clear yew
#

You normally use either an IK follower component or a rigid body with fixed joint to match IK movement

analog onyx
#

@clear yew Use it on the particle system itself?

surreal crater
#

@analog onyx No you need to make a seperate game object outside of your armature witha rigidbody and fixed joint

#

Then put the gameobject at the end point of the gun (or where ever you want to particles to spawn from)

#

Then go the the bone the gun is on and add a rigidbody component

#

use these settings on there and drag the bone into the None (rigidbody) in the picture above

#

then drag the particle system into the gameobject you made with the rigidbody and fixed joint

#

make sure the particle system is on world

#

and keep the gameobject with the rigidbody and fixed joint on in the animation at all times otherwise it messes up the potition it starts from! (so toggle that particle system on and off not the gameobject)

#

that should be it unless I forgot something if something is unclear feel free to @ me

proper hedge
#

Joint is connected to none in your example

surreal crater
#

@proper hedge sorry it wasnt a question I was trying to help the dude above me 🙂

proper hedge
#

i know was just noting it

#

idk if it was noted in your text earlier

near meadow
#

is it possible to reduce the change in an animation curve? I have a nice mocapped idle animation, but since vrchat pins a few bodyparts in place, I'd like to make the idle stand more still, but there's waaayy too many keys to do it manually, I'd ruin the smoothness

near meadow
#

i guess i could go through and manually excise the worst keys and just set the tangents to smooth out the gap, but that sounds awful and unreliable unless there's no tool to edit the entire curve at once

#

and inevitably I'd create some subtle awkward movements as the body shifts to compensate for a leg movement I've removed, so I'd have to go and edit those too

#

so it sounds a lot like untangling christmas lights 😔

fierce bane
#

@near meadow I don't know of any way to edit an entire animation curve, but there is a "curves" section that you can use to adjust the flow from keyframe to keyframe for each part.
Either way though, you're down to untangling lights

near meadow
#

😬

#

ok thank you

clear yew
#

need some help... im makin an animation and its in it final stage where i just need to make an animation to enable it but, well the stuff that i need to be disabled keeps turning back on no matter what i do

wanton haven
#

So

#

If I want to make an avatar intro does the animation need to be on th emain avatar Object?

#

Also, try recording when changing the state

fierce bane
#

@clear yew make sure you disable it on the second keyframe, not just the first

clear yew
#

regardless, even if i only have one frame it enables it

#

and if i disable it on the other it still reenables

fierce bane
#

disable it on both and hit play, it should show disabled, if it doesn't I'd restart unity

#

*play on the animation window, not play mode

clear yew
#

k

wanton haven
#

How would I make an animation play onb the avatar at spawn, like a spawn animation?

#

I can't seem to get it to play the animation so my avatar never spawns

proper hedge
#

an animator that is on by default

wanton haven
#

It doesn't seem to be working. This is how I have it set up

#

That's what the animator controller looks like

proper hedge
#

Don't use the animator component on the object with the avatar descriptor, it gets replaced at runtime

#

@wanton haven

wanton haven
#

So what should I put it on then?

fierce bane
#

If you need it to replace a material or enable the mesh render, you should either make a dummy object between the avatar descriptor and the armature/body with an animator on it for the animation (or just shift the avatar descriptor/animator/pipeline manager up to a dummy above it)

Or you can use multiple animators to cover different parts, like one on the body that just replaces the material or enables the mesh render, and another animator for whatever your intro animation is

#

if you use two, just make sure the timing is what you need (example, a delayed mesh render enable when it should appear)

wanton haven
#

I got it man, though apparently now the Avatar does not follow my VR hands, but appears to be in desktop mode?

#

On my screen its fine

#

Other people see me in desktop mode

fierce bane
#

I think someone said toggling the mesh renderer causes issues, if you're doing that, try using a material swap instead. Start with one using an invisible shader or a shader with a value set to seem that way, then swap material or animate the shader value up (the second is technically better and allows you to fade in if you want to, or snap in, etc)

wanton haven
#

How the heck do I animate the shader alpha value up @fierce bane

oblique hawk
#

.
.
.
hi

is it possible to drag and drop avatar bone hierarchy
to animation window ?

and if no

then is there a some plugin from github that can make unity
to allow drag an dropping avatar bones to animation window ?

any help please

fierce bane
#

@wanton haven hit record on animation, adjust alpha. That method is reliant on a shader that allows you to do it, it's a lot easier to just do a material swap from an invisible shader to your normal one and use some kind of effect to hide the change...the second just looks better depending on what you want to do.

#

@oblique hawk you can buy muscle animation editor from the Unity asset store ($15USD) that opens a window with the muscle values easily adjustable.
I don't know of any free asset that can do the same, pretty sure I would have heard of it by now though...

#

you don't adjust humanoid bones by rotating/moving them like you can for non-humanoid rigged ones, have to use the muscle controls (they have animator.<muscle> names)

clear yew
fresh estuary
#

When you click on the gameobject that has the animator, and then you click on the animation tab, do any of your animations show as broken (yellow text)?

#

@clear yew

#

Also it's best to put the animator on something that's a parent of the tail I think, you can have issues with it working if you put the animator on the tail

#

Hips is good

clear yew
#

im lost -.- im not good at animation

#

i got it working on a different avatar and i pretty much copied the same settings over to this one and its not working

fresh estuary
#

Oh-- this is just a theory but my first guess, knowing that this came from another avatar, is that the way the bones are named or arranged is just slightly different enough that Unity is getting confused. Like I said, if you can find what game object you stuck the animtor on, and then click "Animation", if you have yellow text that will be the problem

clear yew
#

You think i should rename the animation? the previous avatar tail bones is "Ta1" , and this avatar is "Tail1". Should i just rename it to match Tail1?

fresh estuary
#

You would have to look at the animation itself in the Animation panel to see what the situation is

fierce bane
#

also of note, your tail isn't parented to the hip, so it's not going to move properly with your body
try going into play mode (> at the top) and moving the hip bone around

clear yew
#

I don’t know if this is the right channel or not to ask this question

#

But how do people like

#

Pull off like prop spawning in VRChat

#

Like dropping a magazine from a gun and it like spawns in the world, not attached to the avatar, and then despawns after a few seconds

#

Like how is that pulled off

fierce bane
#

something like that is a particle

clear yew
#

Hm.

#

Cuz I wanted to pull off like

#

A working Grenade launcher

#

For Demoman from TF2

#

Like rolling grenades that detonate after a few seconds

fierce bane
#

world sim particles with gravity, collision, and sub emitters for the explosion

oblique hawk
#

@fierce bane
ah ok then
then i need to import every bones that need to be R,P,S.

but i appreciate your help

thick crypt
#

I feel like I need help with an animation subject but at the same time I'm not sure how sfw it is.

wanton haven
#

Anyone know why my sub emitter particles wouldn't send collision messages?

analog onyx
#

How do you create emotes that 'enable' the ability to use sets of gestures?

wanton haven
#

State machines I think

#

There is a tutorial on YouTube somewhere

analog onyx
#

Any idea what it's called?

wanton haven
#

Its literally called a state machine. 1 sec

analog onyx
#

I mean the video

wanton haven
#

My guess is you'd need the emote to cause it to enter into another state

agile condor
#

Is there a way I can have a part of my avatar always rotate?

fierce bane
#

depends on what you need. Can either use a particle with a lifetime and rotation speed to match.
Or you can use an animator that rotates an object on loop. Either the object you want, or if multiple things, rotate a common parent

agile condor
#

How can I do the animator one? @fierce bane

#

I'm not too great at Unity, sorry!

fierce bane
#

what exactly do you want to rotate?

agile condor
fierce bane
#

ok, on the hat bone above it place an "animator" component

#

Once you've done that, open the animation window and hit "create animation"

#

Click the red circle to start recording (makes it easier), and adjust the axis you want a little bit, amount doesn't matter

#

Then adjust the amount to 0 on the first frame, and 360 on the frame for the duration you want it to take for one spin

#

remember, the animation window is based on 60 frames per second, so 1:00 is 1 second, not 1 minute

#

You can click on the "animator" tab at the top to make sure, but it should only have that one animation in it.

#

and there should be an orange line from "entry" to that animation

#

That's it, you should have a rotating object. Go into play mode to see if it's working correctly or not

agile condor
#

Ah! Thank you so much!

fierce bane
#

Suggestion: Set it to 1 second duration for easy editing. If you select the animation in the animator window, there is a multiplier box. Adjusting that will speed up or slow down the animation for easy changes later

#

so if it's 1 second animation, a 2.0 will make it a 0.5 second duration as it is running at 2x speed.
while a 0.5 will make it a 2 second duration since it's running at half speed

#

And the animator is placed on the hat in this case because an animator can only access things that are children of it. ("Rotate" is a child of "Hat")

oblique hawk
#

when i drag & drop my animation to emote section in my empty game controller and when i upload my avatar

i see default emotes why and how to fix that

btw
is again vrchat put length limit on animation
and that is why i'm not see my animation in emote?
because i set animation to 60

any help please

whole helm
#

did you plug the animator into the sitting and standing slots and the animation component

#

also i just imported a 30sec animation and it worked great, it's probably not the length

oblique hawk
#

i didn't plug into custom siting and standing because i did not create custom siting or standing animation i just make shaking hands animation for emote.

and i don't think that i need to put it on there
am i correct ?

whole helm
#

i didnt do them either and they didnt show up in the menu

#

until i added them into the slots

#

it took me a good while to figure that out too, but thats just how it seems to be

oblique hawk
#

wow it's not logical
but it's ok

thanks a lot

whole helm
#

np

#

hoping it works

oblique hawk
#

here's go nothing
in about 1 minute i will know
and i will notice you asap

clear yew
#

You need to put your custom animation override controller here or else it won't apply to your avatar.

oblique hawk
#

oof because i was so hurry i upload empty avatar again 😅
so now it's the final uploaded avatar
and this time my avatar has that animation in emote 😉

thanks again 🤟

trail drum
#

I'm currently making a 2d model with a few different animations which just consists of the model changing into a different picture and playing some sound

#

But when the animations play in game, the original image overlaps the new one in the animation

#

Anyone willing to give advice?

clear yew
#

Use an invisible material swap or hide Body object.

trail drum
#

Already hid the body object

#

Dunno what to do now

surreal crater
#

@trail drum are you sure the material is on the body object? Otherwise you can click on the picture and turn it off then check how its called and use that one to disable in your animation.

trail drum
#

Yeah, Its on it

wanton haven
#

Is there a way to make a gesture animation play a specific a animation on a child? Like I have a drop pod that I want to play a drop animation, but if I spawn a new animated model the chair despawns and it forces the player up. It would be better if I could just make the chair do the animation by activating the a animation via the gesture animation

proper hedge
#

@wanton haven you can just use another gesture while you chair gesture is active

#

Or if you want it safer, use an emote to enable the chair and then gestures for whatever

#

Or learn how to use animators to make a hand interface

#

Here is a package that teaches how to do emote thing

#

Here is a vid which might help you work with gestures

wanton haven
#

o sweet

#

thnx

#

So o nmy avatar I got my intro animaton to play but now the avatar just tposes

proper hedge
#

In the animation or always

wanton haven
#

Always

#

I get error message in sdk

#

O wait

#

might've fixed it

#

I was having an issue where it appeared to everyone else that I was in desktop mode

oblique hawk
#

me and my friend together has 90 of poly in total
and we where in kareeda watching some movie
and we start to lagg and hear the scratchy sound like sss sss sss

why is that and how to fix it ?

trail drum
#

So an update on my situation with 2D animation, it seems like the animations are overlapping with the main model because the main model is not present in any of the copies I made for the animations.

#

Not sure how to fix this.

wanton haven
#

@proper hedge I stand corrected, people still see me tposed despite my seeing myself normally

wanton haven
#

So to elaborate, I added an into animation to my avatar. Now the animation plays at spawn, and On my end everything works fine. However on everyone else's screens, my model is not animated at all after the intro. Anyone know what could be going on?

#

I don't get any errors in sdk and thats the setup

fierce bane
#

@wanton haven your model isn't set to a generic rig is it?

wanton haven
#

It is not

fierce bane
#

It's using humanoid rig for the main model?

wanton haven
#

For the body mesh yes

fierce bane
#

anything other than the main model won't matter as long as it is set humanoid (networked IK issues otherwise)

#

are you disabling the mesh render or the body/armature objects themselves for anything?

wanton haven
#

No, just texture swapping to a transparent texture

#

I can check the anim again

#

Now this is the subobject setup, could this have anything to do with it

#

that is parented to the main object with the descriptor

#

then everything else is parented to that object

fierce bane
#

everything including armature/body for the main object is under that? Or is that only for that drop pod?

wanton haven
#

Everything

fierce bane
#

did you add that object in unity? If so it might mess things up

wanton haven
#

What object?

fierce bane
#

If you want to put an animator above your drop pod I'd make a dummy and attach only the droppod there.
If you want to turn your body on at some point (and don't need to animate the skeleton for it), I'd put a second animator on the body mesh that just delays the same amount of time and then enables it.

#

The object you put between the top level and everything else

wanton haven
#

But wouldn't putting an animator on the main body fuck with animations in VRChat

fierce bane
#

no, people do it all the time for manual blink animations

#

just can't put a second one on the top level with your descriptor, that one is overridden

wanton haven
#

So move the body and skeleton to children of the descriptor object, and have only the droppod under the gameobject with the intro animator?

#

THen put an anim on the body that changes mats

#

in time with the drop animation?

#

On an unrelated note, is there an easier way to line up guns with hands, I keep getting them misaligned

fierce bane
#

Yes, exactly that. Just be aware that since you broke the prefab for the model, you'll have to re-do things if you have to make updates in blender

wanton haven
#

Thats fine

#

Now I just gotta figure out why the model does a perm pelvic thrust in full body XD

#

Even if I adjust the angles to within 180

#

still does it

fierce bane
#

show me a front and side orthographic view in blender

wanton haven
#

@fierce bane That fixed the animations, thanks. Now I can finally fine tune the anim and add sounds and effects

wanton haven
#

I'm not sure what channel this goes in, but is there a way to make a sound source play a random sound in a list?

clear yew
#

Question

#

Can you add .dmx files onto avatars

#

And have them be like a trigger for a certain hand gesture

clear yew
#

??

surreal crater
#

@clear yew if its just like a model or something then yes. Im not sure how much out of source film maker you're trying to let work

clear yew
#

Like

#

Taking an animation for like

#

Demoman from Team Fortress 2

#

And putting it on the model in VRChat

surreal crater
#

if its a animation I dont think it will work

clear yew
#

Why not?

covert patio
surreal crater
#

because unity is a completely seperate engine

#

but I could be wrong

clear yew
#

it is but I thought you could port over .dmx

#

Cuz you can export sfm animations as .dmx

stark trail
#

you prob can animation files are weird

#

unity animations are stored as .anim and thats all i know

clear yew
#

Ah

#

From Blender to Unity perhaps

#

I can port animations from SFM to Blender

#

And then maybe I can save the blender animation as a different file(?)

covert patio
#

ya cuz i have heard of ppl animating in blender i believe?

clear yew
#

yeah

surreal crater
clear yew
#

In all seriousness me and my friends really just want to do this in VRChat

#

Also epic

surreal crater
#

how is the dance called again from tf2?

#

congo?

clear yew
#

Conga brooooo

#

He doin da conga

covert patio
#

Congaaaaa

clear yew
#

Awesome

#

Hopefully I could even maybe pull this off today

#

First things first I gotta port the model, piece of cake cuz I’ve done it so many times tho

#

Then we doin anims

surreal crater
#

@clear yew check dm's

fresh estuary
#

Hey all, does anyone know if Emotes are broken on Generic rigs?

#

I tried to set one up and it didn't work. Thought there was a chance I might be doing it the wrong way (I did it the way I'd do it for a Humanoid rig)

hexed sequoia
#

Hey guys, how do you make an animation last longer than 1 minute?

#

Not doing any cancer or toxic animation, just a nice rideable one, but it cuts out immediately after 1 minute

near meadow
#

@fierce bane oh, you're the one that answered me here too, lol. sorry to at you again. WELL, i wanted to let you know that apparently there actually is a way to edit entire animation curves at once. you highlight all and grab the blue bars that appear like handles. i haven't yet found if there's a way to scale it uniformly on both sides (besides doing that by hand, very carefully) but i should be able to use this to select the curves that are causing jerky motion in vrchat and flatten them proportionally. ...by selecting them individually. doing it to all the curves like in the video is obviously a bad idea lol. just so you know, in case it ever helps

near sedge
#

Hey! Im having an issue with an animation i made that its about 1 second long.

Since its a second long and i have it set to an emote the victory hand gesture for example. It has to finish one of its loops before i can do another emote. or if im trying to do another emote the new emote takes a couple seconds to start.

So i guess my goal is to make the animation end as soon as i stop doing the hand gesture?
Its a simple tail wag animation with 3 key frames spaced out 0:20 seconds one at the start, one at 0:20 and one at the end 0:40

hexed sequoia
#

Does anyone here know how to do the animation inventory system? THank you!

near sedge
#

im afraid i dont

#

this might help though!

warm shard
#

So I was thinking of making an emote animation that toggles the avatar's mask on, while also possibly doing a material swap to change the eyes, but I'm not sure how I'd do it

near sedge
#

Sorry i couldnt be more helpful, but i hope it at least puts you on the right track?

hexed sequoia
#

I tried that bottom one. Sadly It isn't playing the animation I have. I don't know what to do ;~;

near sedge
#

hmm, so i thought maybe it was because i might have forgotten to remove the default timestamps that are put on a new animation. but i just made a brand new one and it has the same issues

bitter gyro
#

@warm shard If you want to swap the eyes on emote, you'll need to have two sets of irises and they'd both have to be a separate mesh, toggling one off as the other is toggled on with the same emote.

#

Toggleprops rely on toggling the actual gameobject itself off. I guess you could make a rube goldberg that toggles animators that enables/disables animators, but it's not worth it.

warm shard
#

It makes sense to me, I'd just need to figure out how to make two different ones. I never made an avatar with two different irises, just with different eye textures

near sedge
#

@bitter gyro wow that sounds like it would be a mess!

bitter gyro
#

Just duplicate the iris mesh and weight it to their respective eye bones. Then you'd select each set of irises and separate its mesh out.

near sedge
#

Oh sorry i meant the rube goldberg approach

bitter gyro
#

Then in Unity, you'd put each pair of iris meshes under their own toggle prop system, one always off and one always on.

#

@near sedge The other one would use stop action. It uses a lot more complexity for a lot less reward. If you just really really wanted to toggle prop a shapekey or a material change or something that isn't just toggling an object on or off, you'd probably do it that way. Just be prepared to no longer have eye tracking through conventional methods.

warm shard
#

That might be the other issue then since I haven't used Blender a lot honestly

near sedge
#

@bitter gyro you seem quite knowledgeable! do you know if the issue im having with my animation is even possible to fix with the standard VRchat Animation overide?

#

Or is there another way i can go about this?

bitter gyro
#

Ahhh. Yeah. Gesture animations themselves can only be a single frame long. If you wanted to trigger an animation like that, there are two methods. One is a lot simpler but more costly in performance and the other just has some things that need to be a certain way in order to work.

#

But you could either swap tail meshes and that extra mesh is just wagging like so with an animator on that tail's bone root that's always active and loops. That's more costly.

#

The other one would kind of require you to learn about behavior keyframes. Which isn't so bad. You'd have an animator off by default and toggle it on via gesture.

near sedge
#

OH that sounds interesting

bitter gyro
#

If you had an idle animation on that tail, you'd would need to have it toggled off with that same gesture so the animators don't conflict.

near sedge
#

that makes sense! and i was wanteding to better understand the behavior bits

bitter gyro
#

Also, I get iffy about targeting the same object with multiple animators, so you might toggle a different bone with the wag animation.

near sedge
#

hmm, so have the wagging on the bone i want, but have the activator for that bone on something else?

#

or am i completely missunderstanding you

bitter gyro
#

Well, that last few bits was only for if you have an animator affecting it already.

#

Does it just sort of wag on it's own already and you just want it to wag faster on gesture?

near sedge
#

I currently have it set to be stationary with dynamic bones

bitter gyro
#

Okay.

near sedge
#

and a simple wag is the only thing i want currently, i imagine a simple toggle would work? but i was being lazy and trying to do it with a gesture

bitter gyro
#

Well, you can do it on gesture, and I think that'd be preferable.

warm shard
#

I figured out that it does allow me to swap the materials used in an animation, so shouldn't I be able to put that into an emote slot then do some other stuff to make it apply to the avatar until you play the animation again?

bitter gyro
#

You would just have to have a keyframe in the gesture that turns on the animator component that you have on the root of tail.

#

It's more complicated than that. @warm shard

near sedge
#

Oh, so i would need to edit the animation thats apart of the overide itself then?

#

this is exciting!

bitter gyro
#

Yes. The gesture needs to be targeting the Animator.

#

Earlier you linked my buddy Rero's video. That's a good start.

#

It has stuff in it to help.

#

Basically, you can't normally toggle an Animator component on or off.

#

So there's a script that creates that keyframe for you. Kind of a Unity hack that we use for VRChat.

near sedge
#

sweeet!

bitter gyro
#

@warm shard Toggle props only works by toggling gameobjects.

warm shard
#

Well maybe more complicated for an emote, but theoretically I could toggle it for a hand gesture at least right?

bitter gyro
#

So once the animation ends, any material changes or shapekeys or anything else like that will not persist.

#

Yes, that'd be no problem.

#

Gestures are much easier.

#

You'd just have to either hold it or use a cycler, but I can't recommend a cycler.

warm shard
#

Yeah, I never did this sorta thing with emotes before but I know that everyone says it's way more complicated and has something to do with creating a cycler

bitter gyro
#

Cyclers just have so many problems with desync.

#

Which means you'll see one thing and everybody else may see something else.

#

Because they may drop the frames that they needed to have seen in order for the cycler's state to change for them.

#

Or, they may not render you when you use your cycler and they still wouldn't see the state change.

warm shard
#

So if I really wanted to do an emote (or two if you need more to toggle on or off) it'd be best to try switching which mesh is being used instead?

bitter gyro
#

They only really work if you have enough frames and everyone is rendering you.

#

Yes. But, toggle props still have desync too.

#

But having a dedicated On and Off really really helps.

#

Then you know that if you do On, they see On. Instead of you using a cycler which they could see whatever they rendered.

#

The alternative is having a huge invisible cube that ensures that you're always rendering for everyone, but I don't recommend that.

#

Not good for perf.

warm shard
#

I mean if I can figure out Blender a bit then maybe I can try it. But for now I might just tie it to a gesture until I can figure it out better

bitter gyro
#

That's perfectly fine. One step at a time.

#

Every new avatar can be an experiment.

#

It's what I do.

near sedge
#

hmm So I made a new Layer in the Animation overide Animator, inside that i put in a state that triggers when the gesture Victory is used.

When that triggers it starts playing the animation Tail wag in a loop.

#

i feel like i have to be forgetting something though

near sedge
#

At least i think thats what ive done?

#

on entry it goes to the State Victory toggle, that had the motion Victory attached to it (write defaults is on if it matters)

In the movement i have the condition Bool>True With has exit time on (im assuming this means when the animation activates it triggers the next state)

and then that goes to Tail wag that has the animation i have made. this also has write defaults on.

bitter gyro
#

Silly.

#

That's not the direction I was expecting.

near sedge
#

Im not a smart person

#

i also just now found the behavior keyframes pack

bitter gyro
#

All you really needed from Rero's video was the ability to create behavior keyframes.

#

xP

near sedge
#

oop

#

wait. so like

fierce bane
#

@near sedge custom controllers do not work for avatar overrides. You can put one on a tail root for example that animates a tail wag however.

For what you want, you should make an animation, and then duplicate the "CustomOverrideEmpty" from VRCSDK\Examples\Sample Assets\Animation And slot it into the gesture you want to override. And then slot that custom override into your standing animation overrides in the avatar descriptor

bitter gyro
#

Awh man. I think my lack of explanation may have caused you to waste a bunch of time.

#

You learned something anyway though, so it's okay.

near sedge
#

hey sorry im currently using the default Animation overide and adding into it

bitter gyro
#

Have you made avatars at all before?

near sedge
#

ive made a couple, but ive never made animations vefore

#

before*

bitter gyro
#

Okay.

fierce bane
#

you do not edit the animator

bitter gyro
#

Have you created gestures?

near sedge
#

yes

fierce bane
#

you just select it and drag/drop animations into the inspector view for it

#

unless I'm misunderstanding something there...

bitter gyro
#

So I was missing some prerequisite background information.

near sedge
#

Im sorry DX

bitter gyro
#

Which would have helped me know what needed explanation.

#

No, it was my fault. I made an assumption.

#

Lemme get this Unity opened up.

warm shard
#

So I got the eye-swap animation to work (according to others telling me so) but for some reason it doesn't change at all in mirrors

bitter gyro
#

Material changes will not appear in mirrors.

fierce bane
#

@near sedge you're trying to use a gesture to activate an animation that's longer than a single frame, correct? (just scrolled back to find it)

bitter gyro
#

It's odd, I know. I have a model that swaps out her limb meshes and just material swaps her torso and head, but it doesn't show for me. Awkward.

fierce bane
#

@warm shard if you're using VR, you can usually use holoport3d to move your character around while you activate it to see it yourself....but yeah they broke material changes and particles showing in mirrors ages ago

warm shard
#

I feel like there should be a way to fix it, since it only doesn't show for the user..

#

In mirrors and in game it works for everyone else, so, I dunno

near sedge
#

@fierce bane thats right

fierce bane
#

VRC has to fix it themselves...we cannot fix it

#

we can work around it depending on what we're doing, but that's about it

#

for example, editing the shaders so that you change a value instead of changing the material

near sedge
#

i kinda want to make it just a toggle

bitter gyro
#

@warm shard A mesh swap or shapekey will show in mirrors. That's the only real way for your eyes to change for you.

near sedge
#

since just turning it on causes all other guestures to lag until it ends

fierce bane
#

@near sedge do you want it on a gesture though if possible not to mess up the others?

#

or do you just want the toggle

near sedge
#

Id like to be able to toggle it with some sorta trigger tied to a gesture like saigo was implying (unless i misunderstood them)

bitter gyro
#

It's totally possible. I was going to explain a bit better.

#

Since you have the keyframe script.

near sedge
#

I gotcha! sorry i dont meant to be impatient at all

bitter gyro
#

Now anyway.

near sedge
#

i appreciate every bit of help you're all giving me

fierce bane
#

I've not set up a gesture toggle in a while, I can however link something that uses a gesture toggle for something else that might work for you.
As for the tail wag, you just need an animator above the first bone you're trying to animate (preferably on a tail root instead of a hip or other humanoid bone though)

bitter gyro
#

It's not even a toggle.

#

It's simply enabling an animator.

fierce bane
#

and you animate it from that point (or edit the path for it), and then you set up your toggle to enable the animator behaviour instead of the whole object

near sedge
#

oh dear sorry im probably using the wrong terminologies

bitter gyro
#

It's not you. 😏 Don't worry.

#

I already kind of explained all of this. I just need to re-explain it better.

#

So, if you've made a gesture, then you can make your victory gesture as you normally would. Make the facial expression and whatever else.

#

Then you have your separate tail animation.

#

What you would do is place an Animator component on the highest bone in the hierarchy that you are animating.

#

Lemme get my dragonoid out really quick as an example.

#

So, in this screencap, you can see in the inspector that I have the animation for the tail selected. The upper most object in the hierarchy that is being animated is tail1.

#

In that slot marked Controller is my controller file which holds only the looping tail animation.

#

The easiest way to just add a controller is drag and drop the animation onto the object in the hierarchy which has the Animator component.

#

You won't need to use the animator tab for this at all.

near sedge
#

like this?

bitter gyro
#

Yes~

#

Now in your screenshot the Animator component is already off. You'll want it off by default.

near sedge
#

kk

bitter gyro
#

You've got the script in your project now, right?

near sedge
#

yeah i named it Suspend

#

i made sure to move the keyframe to 0.1 and set it to 0

bitter gyro
#

Lol Nooo. The script from Rero's video.

near sedge
#

OH is that not this?

bitter gyro
#

Well, try this real quick.

near sedge
bitter gyro
#

That's the keyframe but, I can make it really easy for you.

near sedge
#

oh sure!

#

sorry i get ahead of myself a lot

bitter gyro
#

What you'd do is select the Gesture you're using to make the tail wag so that you see it in the Inspector tab.

#

The Gesture animation file, I mean.

near sedge
#

Gotcha as if i was animating the tail again yeah?

bitter gyro
#

Yeah. The gesture you're using to animate it though, not the animation for the wag.

near sedge
#

OH so the victory emote for example?

bitter gyro
#

Yes.

near sedge
#

okay i gotcha!

bitter gyro
#

You'll want to right click where I did in this screenshot and Click the option I have highlighted.

#

This should work if you installed the script.

near sedge
#

got it?

bitter gyro
#

Yes~

near sedge
#

😄

bitter gyro
#

Then you would right click the object you have the animator component on like so and click this option.

#

Getting use to doing it this way will save a lot of time.

#

Copy Path just adds the Hierarchy path to your clipboard so you can paste it in the animation property.

near sedge
#

oh nice!

bitter gyro
#

Then you would go to where it says "Rename This" and paste that there. BUT

#

You want to delete the part that says like "AvatarName/"

#

The first "/" and everything before it.

near sedge
#

gotcha

#

hmm does it matter that i cant edit the keyframes here?

bitter gyro
#

Then you would just make sure "enabled" is 1.

near sedge
#

oh ok

bitter gyro
#

And I thiiink you have that on frame 0 and 1. I can't remember what makes the animator stick.

#

You may need to later add that property to another gesture and set it to 0.

#

So you can cancel the animator if it does stick.

#

But you can just do that part for now.

#

It shooould be fine on Victory though.

near sedge
#

hmm kk!

#

is there a way to test this in unity?

bitter gyro
#

Well, yes.

#

There's the normal way and then you could get the gesture manager, which is the easy way.

#

One sec.

#

This is very handy for testing your avatar in Unity.

#

I'm not sure how popular it is, but I think VRC should just include it by default.

#

Anyway, what you would do is make sure you only have one avatar active in your scene. It needs to be set up like it's ready to upload, with the descriptor and everything else ready to go.

#

Then you'll Enter Play Mode First.

#

And then drag and drop the "Gesture Manager" prefab into your scene.

#

This thing.

near sedge
#

gotcha!

#

wow this is really intuitive

bitter gyro
#

It really is. More people should use it. Would be nice if someone would pin that link, but I'm a nobody, sooo. ;P

near sedge
#

Oof

#

gmm

#

so the gesture is working but i dont think its activating the animator?

bitter gyro
#

There's always a chance the targets are wrong.

#

Is your tail wag animation targeting the right thing?

#

Like, you may need to backspace out all the extra hierarchy info.

#

Because it'll be targeting the avatar root instead of the Tail Base.

fierce bane
#

tail wag is probably from avatar down instead of from tail animator down

near sedge
#

Ohhh

#

hmm

#

oh wait i have the animator and the animation on the same bone

#

ugh that was like the first thing you told me XD

bitter gyro
#

\o/

near sedge
#

yup that works now

bitter gyro
#

It's good in play mode?

near sedge
#

the animation is but

#

oh wait i need to redo that path

bitter gyro
#

Yes~

#

Path is easy to mix up. Change one thing and it'll mix everything else up sometimes.

fierce bane
#

you can just select the component, hit F2, and remove the part you don't need

#

a lot easier if you copy/paste into notepad though...unity's editing for the path is wonky

bitter gyro
#

Yeah, it doesn't follow the cursor, so it's hard to see.

near sedge
#

Armature/Hips

#

i removed the avatar name like before?

fierce bane
#

yeah...if you jump to the end and start typing it'll reset to the start and make it annoying

bitter gyro
#

Probably get rid of Tail Base too, if the animator is on it.

fierce bane
#

is your animator on the hip bone?

near sedge
#

it is now

#

and the animation is for the tail base

bitter gyro
#

Oooh

#

You won't need the Object the animator is on included in the hierarchy of animations in it's controller.

#

Just for reference.

near sedge
#

oh kk

fierce bane
#

animators can only act on objects below it, not itself

near sedge
#

Gotcha! 😄

bitter gyro
#

Better way to put it, yeah.

fierce bane
#

just clarifying yeah, good to know why it does things

near sedge
#

hmm

#

so the animation is working right now

bitter gyro
#

However, you can make a property affect the object of its animator if you erase the path.

near sedge
#

but the animator still isnt activating on gesture use?

bitter gyro
#

What is the path for the Behavior Keyframe in Victory?

near sedge
#

Armature/Hips

#

where the animator is

#

thats what its supposed to be right?

fierce bane
#

make sure you applied the gesture to the custom override, and the CO to the standing animations on the avatar too

#

and yes, if the animator is on the hips that's correct

near sedge
#

hmm i hadnt done that to the animation avatar, but now i have and its not working still?

#

oh wait

fierce bane
#

animation avatar isn't important, main avatar is

near sedge
#

it didnt save the change

#

just a sec

fierce bane
#

make sure things are in the same place on the main one, the animation duplicate is just to avoid breaking the main, it doesn't go with it

near sedge
#

mmm

#

how do i check the custom overide to be sure?

fierce bane
#

just select it and look in the inspector

near sedge
#

I just changed the original

fierce bane
#

and is it slotted into the avatar?

near sedge
#

yeah right?

fierce bane
#

should clear that controller at the top unless you make one for testing or posing for the screenshot, but yes

near sedge
#

oh didnt know that

bitter gyro
#

I can always screenshare at some point. Something silly, I'm sure. Like dynamic bones or something.

fierce bane
#

the gesture system might also be looking at the wrong one, definitely check for that

near sedge
#

maybe i made the tail controler wrong?

fierce bane
#

are you using dynamic bones at all?

near sedge
#

there is one dynamic bone on Tail 1 (just past Tail Base)

#

i did notice that they arent currently working in play mode?

fierce bane
#

is the root on it set to that bone properly?

near sedge
#

lol nope

#

whoops

#

huh

#

thats weird

#

All of the dynamic bones roots are gone?

#

on all of them

#

I wonder how that happened

fierce bane
#

your "animation" avatar is just the duplicate to animate on correct?

near sedge
#

yeah

#

but they are all gone on the main avatar too

fierce bane
#

that's...weird...could have had an issue saving or something, or dynbone was removed and readded at some point

near sedge
#

I did make a second scene for a quest version

#

and deleted all the the dynamic bones on that (could i just disable them?) but

#

im not sure why that would effect a different scene?

#

OH MY GOD

fierce bane
#

I haven't touched quest versions, I just know they're heavily limited...and I think they'd just disable yoru dynbones or remove them

near sedge
#

OH nvm

#

I thought i figured out why the animator wasnt working

#

I saw avatar and thought it was the same as root

#

wait all of the dynamic bones are reset actually.

#

default values all around

#

ugh thats going to take a while to fix

#

ill do that later,

#

that wouldnt effect the animator not turning on anyhow right?

fierce bane
#

nope

#

though you can have issues with dynamic bones on something you're trying to animate

near sedge
#

that makes sense, though i made sure there were no dynamic bones on the part that is animating

#

and the animation actually works fine

#

im so confused xD

#

still need to figure out why that isnt activating or deactivating the animator, but when i manually activate and deactivate the animator i notice that the tail gets locked in whatever position it ended at

#

unless it wont work since im trying to use the gesture viewer i just got in unity?

#

Sadly i gotta sleep now, work at 7am, but ill be back to work at this once im home

wanton haven
#

How would one go about using emotes to add new effects to gestures, like swap out the hand gesture animations with different ones when an emote is toggled?

fierce bane
#

I don't think there's a way to activate different hand animations since you can't fully swap the controller or overrides in game.
You can have different effects though by disabling parents of a group of effects though

wanton haven
#

So basically

#

I have a whole tone of VOice lines I want to play with gestures

#

I was hoping tI could use an emote to change the voice lines

#

like toggle an emote override to play a different set of Voice lines

fierce bane
#

inventory system enabling and disabling group objects that contain the sounds, yes

wanton haven
#

But wouldn't the paths be funky with animations

fierce bane
#

only one group on at a time, and the a single gesture just enables a sound in each group

#

so say point is set up to enable "Sound A" from each of 3 groups. In those groups are sounds A, B, and C
Group 1 is enabled by default, and groups 2 and 3 are disabled by default.
When you toggle group 2 on, you also turn group 1 off
So by default you can use sounds A1, B1, and C1. When you use group 2, those become inaccessible because a parent is disabled, but sounds A2, B2, and C2 become accessible instead because their parent was enabled

#

and point would still enable sound A2 when in set 2, or A3 in set 3

wanton haven
#

SO basically, the animation toggles all of the emitters on

#

but only the one whose parent is active via emotes will actually play?

#

I typed that before actually reading all of what you said. I basically just paraphrased lol

#

Makes sense tho

#

but then I'm guessing the emote would need to disable the base emitters that are on by default, right?

fierce bane
#

you would disable a parent above them, it can be an empty object otherwise, you just need something disable a group

#

the "gesture set"s would be the things your emote would toggle (using an inventory system)

#

fist would activate all 3 fist gestures, but only the active group can be played (because the parents of the other sounds are disabled)

wintry stratus
#

How can i make items appear on the different things ike fist?

wintry stratus
#

Do i have to make a sepperate Animation duplicate for every animation if it should have sound?

wanton haven
#

You just make an animation that activates the gameobject/item

fierce bane
#

@wintry stratus no, you don't actually even need to keep the duplicates once you've made your animation. They don't get uploaded with the model, they're only used to prevent the main one breaking

#

you can even delete the controllers it makes, or just use a single duplicate for all the animations you make

wanton haven
#

I saw a github with an inventory system a while back, guess I gotta go find it again

wintry stratus
#

so i'M trying to do animations with sounds and all that, but for some reason only the Levan polka actually plays music, i did the same thing with the other animations, and the (tf2) Killer solo doesn't spawn in the saxophone when i activate it

#

Rather said, In unity it spawns in the saxophone, ingame it doesn't, and on niether the music plays

#
  • Are they supposed to be unchecked generally in the animation model part?
wanton haven
#

They should be unchecked when you upload it on the hierarchy, and they should be checked on both of the gesture animation keyframes. Remember that gesture animations cannot be longer then 1 ms

#

@wintry stratus

clear yew
#

does vrchat mirror the right hands keyframes onto the left one or do i gotta copy values?

#

gestures

torn pawn
#

you need to mirror it yourself

clear yew
#

okok, thanks

unkempt osprey
#

@fierce bane

#

i need some lessons on animation if u don't mind

#

hmu whenever

near sedge
#

Hmm, I got it working (the tester in unity was using a different path to run things) but now i just need to figure out a way to make the animation hang after deactivating the gesture so that the tail doesnt stop in an odd position but stops at the end of the animation?

cursive jungle
#

I'm using an animation to change the material of a mesh. one of the materials aren't changing despite being set up the same way as the rest of the mesh.

near sedge
#

@cursive jungle can you give us a screen shot of how you have the animation setup?

#

unrelated to Deusmodeus, just showing how the animator works

cursive jungle
#

@near sedge for some reason the facialHair / whiskers refused to change

near sedge
#

@cursive jungle If i remember correctly the wiskers use a different shader and not a texture check that maybe?

#

it could be the pathing is set for the choose you material but the path for facial hair is different?

#

@bitter gyro if you have time haha

bitter gyro
#

@near sedge Time foooor?

near sedge
#

Oh sorry!

#

Hmm, I got it working (the tester in unity was using a different path to run things) but now i just need to figure out a way to make the animation hang after deactivating the gesture so that the tail doesnt stop in an odd position but stops at the end of the animation?

bitter gyro
#

I kind of expected that. Sometimes it sticks and sometimes it doesn't.

near sedge
#

it makes sense that its happening cause the animator is being disabled preventing the animation from finishing

bitter gyro
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The first thing that pops into my head is either have a gesture, or every gesture other than the wag gesture, set the tail's position back.

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Or, have another animator that sets the position back.

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The reason I don't have this issue is because

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I have an idle animation that's always playing unless I'm triggering the other animator.

near sedge
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"have another animator that sets the position back."
I thought about that! but when i tried to do it it says that the new animator i made is invalid?

bitter gyro
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Wut

near sedge
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well sorta

bitter gyro
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Invalid?

near sedge
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yeah

bitter gyro
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That sounds odd.

near sedge
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actually it might be because i put the script into the original wag animation to turn off and on the other controller. prolly dumb on my part thinking about it out loud.

bitter gyro
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What do you mean by invalid?

near sedge
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give me the error "The animator controller (insertControllerhere) you have used is not valid. Animations will not play"

bitter gyro
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Yeah, that doesn't sound like something I've seen.

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Something was done funny somewhere.

near sedge
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I made a new tail animation that simple doesnt loop and put it in that controler

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It effects the same bone as the tail wag.

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And that controler activates when tail wag activates

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so i think i just chose the wrong activator