#animation
1 messages · Page 119 of 1
yeah that makes sense
So when one animator is active to make the tail wag, the other should be off.
And then when you're done making it wag, the wag should be off and the reset would then be on.
In my head.
I guess I'd need to play around, since I am a little rusted.
Oh so i could make victory activate both but one is default on?
like the non-looping one would default on
You should only ever have one animator on in this case. The reset would be on by default, and the wag would be off. Then the gesture would turn the reset off and the wag on. It may be more complicated than that, like using some stupid proxy setup, but I can't remember.
This is why a lot of people just use a mesh swap. Because the right way of doing it can be a pain. 😅
But a mesh swap looks so bad usually.
I mean other than animators, you could so it with an IK script and an animator, but meh.
No one plays with IK enough.
\o/
So right now
I have an animator on the main Armature, and one on the hips.
one is defaulted on
the other is of
and victory just swaps whats activated XD
Exactly what I meant. ;P
Glad you got it.
me too xD
You should only ever have one animator on in this case. The reset would be on by default, and the wag would be off. Then the gesture would turn the reset off and the wag on. It may be more complicated than that, like using some stupid proxy setup, but I can't remember.
I missed this somehow
_>
<_<
@bitter gyro @fierce bane thank you both so much for all your help!
http://prntscr.com/qnrtcz how would i go about animating my mask into my hand, as if im going in to pull it off and put it back? if that makes since 😄
@clear yew the easiest way is to just have two of them, one on the face and one in the hand (disabled by default).
Then you just switch which one is active in the gesture.
I was wrong about fixing the gesture working with the tail wag animation
im trying something quick though
i dont get it
I got it to work in the unity gesture test
but its not working in game?
@bitter gyro hey im sorry saigo. do you have time to screen share with me? i simply cant figure out what i did wrong
If not right now thats fine
I'm just being super lazy right this second. Too much VR lately. You can always DM me real quick and I'll keep it opened.
Then get back to you when I get off my bum.
its not letting me DM you
I just changed it.
oh im sorry
Lol No reason to apologize.
Thank you for all your help!
Okay so the issue I'm experiencing sounds incredibly simple, yet I cannot think of the answer on my own. I am trying to create "walk" animations for a avatar I want to use. The avatar when moving is literally a sphere so the "walk" animations are as simple as rotating an axis 360 degrees and then looping it, and I have done this for forward, backward, and both strafe animations. However, movement at an angle like 45 or 135 degrees has proven too daunting a task for my feeble brain to handle. pls halp
And the answer I keep thinking to myself is: "rotate both axis at the same time" but this gif explains why that wouldn't work
er... this gif? https://i.stack.imgur.com/Hmela.gif
will trade head pats for help
@weak wraith first thing first, if you're trying to make a generic avatar, no one but you will see the movement animations.
Just to cover that in case that's the plan
it broke when they switched to networked IK...hopefully it will be fixed soon, but no timeframe given
sad
as always.
basically the networked IK doesn't send the proper information over the network, so the "I'm moving this much" portion doesn't get transmitted
I'm not sure what a good method for that roll would actually be...however if you had a second bone offset at 45 degrees and it was a parent of the others, you could use that to roll in that direction fairly easily...as long as it resets to the base state it won't run into issues with the strafe movements
and yeah....I had a fully animated cat with full animations and it broke....I know the feeling
Trying to make an animation where the eyes would move up and down on a gesture but it's greyed out. New to this so I'm not sure if I'm doing it wrong but there's no blendshape for the pupils
@mild verge the eye is a humanoid mapped bone, you cannot move or rotate it like that, you have to use available muscle bones if you don't have blend shapes for it.
I'd suggest just making blend shapes, with CATS it's extremely easy...just start pose mode, pose how you want, and "create shapkey from pose"
if you're not using vrchat's eye tracking or blinking you could un-map the eye bones and do what you want with them though
Thank you, does that mean I'll have to do all the other gestures all over again since I'll be importing a new model?
no, and as long as you don't move bones around (in edit mode) or change the default pose, you shouldn't have to re-do any other components
when you re import the model, set it to generic, apply, then back to humanoid and apply. Make sure to check the rig, no upper chest or jaw mappings (jaw should only mapped if you plan for jaw flap instead of visemes)
Thank you very much
anyone know how to import animation only with bone ( not come with mesh ) from maya to unity ?
Anyone here willing to give a total novice help on turning a vid clip into a avatar?
I thought they fixed the generic avatar bug with the newest update, no?
Only on open beta.
Damn.
i got a question about the walking, running and sprinting animations because i added a custom running animation but it seems to have broken my walking animation as its tripping when played
is the trigger for which animation is played the amount of walking speed because i noticed in worlds where the walking speed is higher that the running animation was playing and not the walking animation
i am trying to make an animation an object will rotate on loop but it slows down at the and and start how can i make it so that it wont slow down
@hoary creek I think you mean like this? https://gyazo.com/905fa9f77cf7921b0fe2ee716aa78ac1
The way to do it:
Go to the animation with the rotation on it.
Click in the bottem left on curves instead of Dopesheet.
Right click the right tangent and select auto.
Right click the left tangent and select broken.
To finish it you should see a grey line appear with a tangent at the end, drag this so it lines up with the line almost perfectly.
Thats it, I hope this helped you. Feel free to ping me if you need more info.
For reference this is what a tangent looks like (see picture below) the color could be different depending on the rotation axes.
Auto? Broken? I'm only seeing "Free", "Linear", and "Constant"
👍
Good morning! I was wondering if anyone could help explain how to make a particle mesh prop exist after the animation is complete. If anyone is familiar with the Viscera Cleanup avatar, it does this with his bucket.
Have the particle system active all the time and have the animation set the spawn rate up instead of enable/disable
Oh great, thank you! I'll give this a try!
@lime slate walking/sprinting animations blend between each other, they don't cut from one to the other, so that's probably what you're seeing
Yes
I don't know if there's any way to work around that since we can't have custom humanoid controllers still
the base game animation just doubles the speed of the animation to go into sprint from walk
Aha but there isn’t a way to alter your own movement speed i know there is a way to move faster but is there also a way to move slower
Alright, so I was messing around with giving weapons actual animations for reload and things like that, but I'm not sure if I'm doing it correctly in terms of allowing the avatar to actually trigger these animations. I could only get them to work if the weapon had an animator with their respective animation for them, which I'm not sure if that interferes with allowing the avatar triggering them
@lime slate yeah you can move at different speeds...but you can't SET the animations to change between one or the other, they BLEND together.
and the world determines at what point that changes
Sorry to interrupt, just wanna make sure if it'll all work correctly in game
@warm shard you definitely can do it with animators, you would just have to enable the behavior of the animator to start the animation.
So it's okay to give other game objects on an avatar animators of their own? I wanted to make sure that when the avatar does a certain hand gesture, these animations actually play
Aha i get it thanks
yes, and that's how people usually do breathing animations, tail wags, or wing flaps, etc
Okay. One last thing, (probably a dumb question) but should I be giving these other game objects the same animation controller as the avatar, or make a new one only for them?
the thing you need to keep in mind is that you cannot disable the entire object unless you want the object itself off until the animation starts.
You have to use the behavior toggle which isn't accessible by defualt in the editor
they should have their OWN controller
Okay, got it
for weapons you'd want a separate animator and controller pair for each animation you want on it (since you can only toggle behavior of an animator per part)
so if you have more than just a reload animation, like moving parts building up to firing a cannon...or something
then you need multiple objects, one triggering a different animator for a firing sequence and one for reload
The thing I'm worried about is getting the animations to trigger when the avatar does a gesture, since just putting the animation for the reload on the avatar controller doesn't work at all because it can't identify the transforms of the weapon
So far as for animations I'm only doing one per weapon. The issue is just finding out how to get them toggled by the player instead of these animations just playing by themselves
Like say if he wanted to equip a chainsaw or something. I'm trying to get the animation for the chainsaw's movement to begin playing once the player toggles it on. Would it be as simple as just making an animation that un-hides the weapon? And as for other weapons that I don't want to begin shooting by themselves, I'm curious how have those animations triggered instead of having the controller loop it
And yeah, I'm seeing that issue with toggling the objects on or off
@warm shard what do you want and how do you have it setupt right now? Please make it in a good readable list 🙂
Do Material Changes work for Gestures like fist? You know like Yandere-chan changing from normal clothes to bloody or something like that
Okay, there's two weapons I plan on animating right now. One is a chainsaw which I just want it to have a spinning animation when the player toggles it on. The chainsaw itself has it's own animator right now, but I can't toggle it on/off by an animation since it uses that animator. The other weapon is a shotgun which I have two other functions for. One is just idle, no animations, just for it to be shown on the avatar's hand. The next I was planning on having a gesture toggle a reload animation
@wintry stratus you can only change the colors no Albedo material swap as far as I know
@wintry stratus Material changes should work for any gesture, since I was able to bind the rock & roll gesture to an avatar changing eye color
Do you mean in-game or in unity?
"The chainsaw itself has it's own animator right now, but I can't toggle it on/off by an animation since it uses that animator." Why arent you able to turn this one on or off? Have you tried collapsing and adding it in the annoying way instead of the red record button?
No, I've only tried that record button option so far since it's what I'm most familiar with
and for the shotgun just have a animation that enables the shotgun then have a seperate gameobject with a particle system for the reload animation so you can toggle the particle system on or off when the gun is enabled. But it wont work when you're not holding the gun
avoid using fist
@warm shard what you want to do is have the animator with it's own controller on the weapon, above EVERYTHING it animates
Material swaps don't appear in game. To other people they can see it swap though
@warm shard then for the chainsaw try adding it the annoying way if you know what I mean by that.
and then you uncheck the animator and use a gesture animation to activate the behaviour of the animator
In game you can't see the material swap yourself, it's just a vrc issue. But other players can see it
ONLY a particle animation will not animate the gun parts, which is what I understood him wanting
is that correct cypher?
@fierce bane I thought that didnt work with animators turning them on or off in a animation? Or is that only for the animation component?
you 100% can enable an animator with a gesture and have them immediately start the animation
animation component will not work at all
Okay, I need to figure out how to enable the animator rather than just the animation
you need a component in the animation that you cannot enable normally, I can just give you a template animation, but you would need to edit the path for the behavior toggle
Right now the plan is for the weapon to be hidden until the player uses the gesture, then the weapon appears and begins it's animation
if that's the case you can just leave the animator on then
and enable the entire object and it'll start the animation
@fierce bane im checking it rn but it dsnt show me a option to enable the animator?
Well I'm trying to get the weapon to appear in the first place since I can't just click record and toggle it on, it cancels it out
that's exactly what I just said...
sorry I didnt read it I was testing it out
the editor by default doesn't have access to the behaviour toggle, but I can give you a template animation that already has it you just have to edit the path to the correct animator
I think there's also a tool to add it, but I haven't ever used it
@warm shard i saw yandere chans with switching materials though
So I would add this template animation into the controller my avatar is using then edit the path for enabling the weapon and it's animator?
@wintry stratus I dunno, I never had luck with making material swaps appear on your own screen. But I do know it at least appears on everyone else's screen
As far as I know you can only changes value's on a material not the pictures
i did it
Can other people in game see that change aswell?
yeah
@warm shard you'd use the template as your gesture (or copy/paste it into your gesture) and edit the path TO the animator's path in your hierarchy
i tried out a theory basicly
the way that the tutorial says, you put the texture on the front AND the back
of the animation
then it works
@wintry stratus you can swap materials in an animation just fine, other people will see it, and you will see it if you can physically look at the thing, like your hands.
You will NOT see it in a mirror or camera though
yeh thats fine
if you use 3D holoport, you can move your avatar in front of you and usually see material swaps. Not 100% reliable though
same thing with particles, they don't show in mirrors unless it's always active, but other people can see it just fine (assuming the mirror shows particles at all)
@warm shard
select the component, hit F2 and edit the path to your animator (include everything from armature down to the animator name)
it's a lot easier to edit the text in notepad, highly suggest doing it that way, unity is wonky with it
And as for the path you mean the entire way down? Like "[avatar name]/armature/hips/..." etc.?
If all you want is for the animation to start when you pull the object out, just leave the animator on and disable the object. It will start playing as soon as it is turned on.
everything except the avatar name
So starting from the armature
because gesture start BELOW the object they are made from
yes
so armature/hips/spine/chest/right shoulder/right arm/right elbow/right wrist/chainsaw (if animator is here)
obviously not exactly what you need, but a rough example
Just to be sure, are spaces allowed for the pathing like "root ground" or should I just type it as one word?
And then for the final one it should be "Animator"?
Still isn't working so I might've messed it up
no the final one should be whatever the name of the object your animator is attached to
and it should be set to 1 if you want to turn the animator on
Okay so it now recognizes the animator I want to toggle, but it still says "missing!"
show me the hierarchy with the animator object selected, and the animation. The path you're using for it too
There;s the hierarchy
This is the path I typed in: Armature/root ground/hips/spine/spine1/spine2/spine3/rightshoulder/rightforearm/righthand/ChainsawSpin
Didn't you say you wanted the chainsaw to just start up right away anyway?
Just have the animation play the moment the chainsaw is enabled, yes
you skipped rightarm between shoulder and forearm
otherwise you have it set right
but you don't need the behaviour toggle if you're just having it run as soon as the chainsaw is enabled
you'd use it for a manual reload for the shotgun or pistol for example if you're playing a sound, or moving parts of the weapon for it for example though
To have an animation play as soon as the object is enabled, you just leave the animator on and have the animation as the default state.
and then you enable your chainsaw and it'll start spinning
It isn't letting me really enable the chainsaw through an animation though, at least through the method of hitting record and enabling it
you don't enable the animator with record, you enable the entire object
if you cannot do that, temporarily remove the animator on the chainsaw
that's probably what's stopping you
I forget if you can just disable it...but you can just copy the component, remove it, do your enable, then paste the component back in
But aside from that, the template should be used for something like the shotgun I guess? (since I plan for it to have two different states, one that's static and another to play it's reload animation)
yes, the behavior enable is good for whenever you have an object on and want it to play an animation at will
or if you want it to always play, and disable for a short time (like with a world anchored object for example)
Okay, so as for the shotgun I'd have one gesture just simply enable it, and another gesture uses the template to turn on it's animator?
And I should have it's animator off by default so it doesn't play the animation automatically
yeah, usually you'd use the "hold shotgun" gesture on one hand, and then use the template to enable the animator (with whatever else you want, like finger positions for example) on the other hand to activate the reload
Okay, I'll test it out
Still shows as "missing" for the animator toggle so I feel like there's still something wrong with the pathing
It's the same as the chainsaw, except the final pathing is the shotgun itself
Armature/root ground/hips/spine/spine1/spine2/spine3/rightshoulder/rightarm/rightforearm/righthand/Shotgun
is the animator directly on Shotgun ? or is it below that or missing
It's directly in Shotgun
also do you have the avatar selected while you look at the animation?
Yes
because the animation window looks at things from the perspective of whatever animator you have active
The animator I have for the avatar is just placed on the avatar itself, so is it looking at it from that perspective?
yes, that is where your gestures start from
so everything but that should be in the path
wherever your avatar descriptor is, that's your top level
I have the descriptor and main animator on the avatar itself. And I believe I have everything I need in the path, maybe I overlooked something though
Yeah, I'm not sure what's wrong. I even copy and pasted the exact path from another part of the animation that toggles the shotgun, but the animator component still says "Missing"
can you show me the inspector view of the shotgun object?
you can remove the "shotgunAvatar" from the avatar slot, but I don't see any reason for it to be listed as missing
you should see it missing whenever you select the shotgun component, but when the part with the descriptor is selected, if the path is correct it should work
That's the error I get from it. It shows up as missing when I have the object with the descriptor selected
I figured out what was wrong with it
The template was looking for an animation, not an animator component. I had to give the shotgun the animation component itself, not just give it a controller with the animation on it
Though it doesn't seem to be working in play mode, although it says it's enabling the animation
that's...not from the animation template I sent you
that's animation enabled, not behavior enable
you don't have an animation component, you have an animator component
Well I'm sorta confused. That's what property was in the template, it's for animation enabling. There wasn't a property for enabling an animator in the template
Maybe you sent the wrong one, or the file got mixed up?
eh...let me go check
apparently that file was corrupted somehow...fixed it, this is the correct component
sorry about that, I've been sharing that as needed for a while...not sure what happened
just copy/paste the component to your current gesture animation and copy the path from the missing component to this one
That's still the same one I think
delete the old template, drop this one in, I just checked it to make sure
I've asked this before but it remains unsolved
I'm making an animated sprite avatar with an audio source. Everything works as intended in Unity but I noticed that the sprite loads faster than the audio does upon switching to the avatar in-game. Are there any "correct ways" to make sprites and audio sync up?
I'm using Error.mdl/Retro Sprites shader
@wispy oyster without scripting available, there's limited means to sync things up...and it's mostly just delaying both until they're both ready. If you use an animation that is on by default you should be able to have the audio turn on and switch materials to the shader (or edit a shader value) to start it up at the same time
Now I'm sorta trying to make it so an audio clip plays during an animation, which I have it so it becomes enabled while the animation is playing, I need to have it loop back to the beginning somehow instead of play the entire sound clip before looping
@warm shard Set the animation to loop...?
Actually I got it working, but I need to get rid of the delay it has at the beginning now
How would I make it so it plays a later point in the audio clip?
Ok nevermind, I was able to tweak it with Audacity
Nevermind, I got it working once and now it's scuffed again. I tried making an animation that changes the material, enables audio source and gameobject they are both on
how can i make an emote loop until i move?
by using it repeatedly or setting it to be a toggle...I don't think there's any way to loop until you move
How can I make a animation of a object getting spawned and staying on a location even if I move?
@ember depot
Place an empty game object, put an animator in that. This object should be on at all times, the animator behavior will be toggled off
The animator in this should set the next object below it to 0,0,0 position and rotation.
Next object down should have a fixed joint in it, set the drag, and angled drag to infinity to help with stutter.
And check all constraints.
Don't assign the rigid for the fixed joint section.
Disable the object below the fixed joint.
Set up your gesture to Enable it, and to disable the behavior of the animator (attached animation could be used as a basis and contains the behavior enable/disable component)
I went to go upload my avatar to pc but now when I test it in play mode, I can't hear any of the audio sources even though they're on
check the audio sources for volume (not too low) and for the audio file
Also if your main camera is too far away you won't hear the sound either.
How does one turn on and off something by using a emote (Example: Turning on and off wings through the emote menu)
inventory systemmm ayy
look up xiexie's inventory system
The audio should be loud enough, and the main camera is right where the audio source is
screenshot the audio source then
It says it's toggled off in the screenshot but even when I enable it there's no sound anywhere
Here's the other audio source
are the objects for them enabled?
and do the audio files themselves play when you test them in unity?
Yes, the objects are enabled. And previously they worked fine, I didn't change anything and now they just don't play at all
Okay appearently restarting Unity fixed it
You probably changed the audio playback device in your computer while Unity was running. If you use your Speakers device and change to say VR audio, you will only hear Unity's sound in the Speakers device. It will output sound to the default sound device when you open unity.
I don't recall changing it. Maybe one of the other programs like Audacity messed with it
I got an advanced question that i think would go here. Basically i have a big set of tails. And i want to move one of them, by moving my arm. Basically turning the tail into an arm that i can turn on and off.
Is this possible?
is there a way to change models in an animation for that animation? LIke say shiek turning into zelda
If you can use the same skeleton, you could have both character use the same armature and change between them using blendshapes
you could even swap materials on two different body meshes bound to the same skeleton. Have one invisible and one visible at a time
noted, also i want to do something where a small sphere around me goes greyscale, what do i need to do for that?
to animate the saturation in the shader in use
if you just want it to snap to greyscale, just swap material to a greyscale version
I don'T even know how to make the general thing tbh xD
@foggy pawn You could use a set of rigidboyd's for that
Connected by fix joints on the arm?
@nimble ridge how do i do that?
bahka has been summoned
so, a grayscale sphere, a triplanar shader on a rigid body should do the trick
Yeah i got the sphere, i meant the model change
Also jesus christ, i just had to completely redo a whole model because ia ccidentally saved over my main one
So, anyone know how I would go about making an inventory system item make a gun spawn or despawn that is parented to the main avatar armature? Cause rn my inv system is parented to the spine, so I don't think I can target the guns which are parented to the chest and wrist
@true scroll Can you pin this please ?
People asking about an inventory system is a weekly occurrence so here is the 2 most used ones :
Xiexe's : https://github.com/Xiexe/VRCInventorySystem
Lindesu : https://github.com/oofdesu/lin-unity-packages for a similar system.
ITs not about how the inventory system works, but more about how the heck I animate something parented t a bone that is not inside the inventory system set, or how the hierarchy would work in this case
I'm not sure i understand
you can animate anything that's parented to your model, inventory system or not
Basically, my inv system setup is gesture sets. So I want one set to deactivate the gun game object on the chest bone and activate the one in the hand via two gestures
But I'm not quite sure how to do so since I need the gun models parented to those bones
so I can't exactly put them inside the inv system set
like this is the hierarchy
most are sound emitters, but I want one of the sets to replace two of the sound emitters with something to enable or disable the gun models. I thought either a mesh renderer deactivation or material swap or game object deactivation, but all of those require the gun to be parented to the inv set
I guess the real issue I'm having is I want the gun to show holstered on my back when I'm not doing the gesture, and disappear when I do, but only when that gesture set is active
Does anyone know if it's possible to edit the default movement animations, like walking and strafing? Edit as in adding to the preexisting animation, not replacing them.
You have to make a new anim, but you can copy the keyframes from the original animation
Look for vrchat default animations : a site not allowed to mention has them
for good reason
just copy the keyframes. its safer than downloading from a sketch website
There are only two keyframes for movement. I can get it so that it isn't read-only, I just can't find the complete animations
I put a custom animation for prone idle in the override but the view point is under my legs, how can I fix my view point?
Anyone have any idea as to how I can make my animations more than 0.1 seconds without them going slow? I've seen animations that go longer, but idk how to fix this
please pm me if you know, because I'm gonna get off, thanks!
@deft summit instead of putting into the gesture slots, you should put them into the emote slots
if anyone is good with animations i could use some help today. im trying to do a animation where i make an object appear but i want it to stay still while i walk around. Ive only done it with particles before. Ive tried everything and so far nothing has worked. ive done fixed joints and fixed game object prefabs and all sorts of things, on the armature, off the armature, enabling and disabling resets, but it always moves with me for other people even though on my screen it stays still like it should.
If you think you could help please DM me. Im struggling hard with a lot of things in life and this would help alleviate some of that stress
put a fixed joint on your object
connected to nothing
you'll also need to reset his position every time you despawn it
ive done that and it still wont work 😦
😔
https://github.com/HugoZink/RokksPrefabs
"World Object" is the prefab you want
creat an emty and add fixed joint , rigidbody and animator to it. drop the things that u want to stay at place at the emty.
dont know why but you need the animator an the emty or it wont work
Is there any way that I can customize my crouching animation?
crouch override doesn't work last I knew
help
me
i have a model that animates in unity
but not vrchat
theres also like
5 animations
so
animation component doesn't work in vrchat
The animation component is depreciated and no longer used in VRChat.
Change it with an animator component with the idle being whatever animation file you have on it.
check pin for tutorial
So I'm having an issue where if I set a particle system to world simulation it is way out of place in game, despite showing fine in the unity preview
Also on another avatar it does not follow its root bone when set to world simulation
So it just stays where it would be in the animation pose in unity instead of following the gun barrel. Anyone know what could be causing this?
Rigid bodies don't work anymore though I thought?
Rigid bodies still work fine
they do not work at all for quest, but they work perfectly fine for everything else
Would IK Follower have the same effect?
yes, just be aware the IK follower is a bit weird with offsets sometimes
I...think it's still the same
It works with hips and feet aswell
IK follower also breaks in fullbody though
@fierce bane I think I know what you mean by that. I made a spartan laser but in unity I had to offset the emitter up and to the right of the place I actually wanted it so that it was in the right spot within VRChat
welp
i followed that tutorial thats pinned
and it wont play in unity now
so any help
The Legacy animations one?
Do the animations work in game? I can't really help much as I'm at work rn
neither in game or unity
the animation worked when it was on an animation
so i might be doing something wrong
You probably are yeah
@near brook select the object with the animator on it and look at the animation panel, are any components yellow?
it definitely can be, just because it worked for that game doesn't mean it's set up right for another one
the animator setup looks fine, can you show the inspector view for the animator object?
click your animation in the animator, it might not have an animation assigned in it....because it should definitely show in the animation window
yep, nothing assigned
find your animation in assets, drag and drop into that slot at the top
If you put a seat on a moving object (in a world not on an avatar) and someone sits on that moving object, is it normal for their avatar to sort of twitch every other second...?
yes
okay thanks!
How do I fix this?
2020 and people still take a picture of their PC monitor
add an animator component to your root avatar
Thanks
@clear yew you're also using the wrong version of unity...says it right at the top
Ye I got it working.
Not sure if I'm going about the right, I'm trying to make two animations one to go invis with a poof of particles and a sound, and another to turn visible again with a different sound. Currently after loading I can turn the avatar invisible but then it's stuck like that. The only way to be visible again is to change avatars. I figure I'm probably turning it invisible the wrong way but I can't find any guides on it.
OR alternatively if there's a way to teleport forward a set amount that would be even better than the whole invis thing
Hey
I'm trying to shoot a particle that can spawn a blackhole
Can anyone give me some hints as to how?
@smoky mist don't turn off the mesh renderer, that tends to cause issues like that.
Use a material swap to hide/unhide. Won't be able to see it in a mirror or camera, but it'll work
@wicked shore https://www.youtube.com/watch?v=FEA1wTMJAR0
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so make a transparent material and set the animation to change to that? and then change back?
Thanks!
@smoky mist you can use a simple material that just doesn't render anything. Doesn't have to be a transparent one
awesome okay thanks!
So I'm trying to use an IK Follower with my inventory system, what object should I put it on?
If I put it on the object within the inv system, the scale fucks up on the gun
IKFollower is intended to be used to help particle systems sync up with their proper location after the IK has been solved, so you can shoot particles out of your hand into world space without having to use RigidBodies. This is far more optimal and has almost no performance c...
.....
be sure to also have all scale set to the same value
IK follower has to be a direct child of the wrist or whichever bone you're attaching it to (or issues will show up)
anything attached would have to be under that. (don't animate or disable the IK follower object either)
If you're having scale issues, that's in your setup. Just like Svel said, check your scale settings if it's scaling strangely
My whole model is scaled down to 0.0287 of original size
If I put the IK follower on the Inv_set 5, which is the direct child of the hand, it doesn't activate anymore with emotes, like it breaks the invv system
use fixed joints instead of the follower IK (follower IK keeps destroying stuff for me too)
@wanton haven future note, you can change the import scale of your model to not have to scale it like that. Just select the model and change the import scaling.
https://gyazo.com/778b3da1125ae4d52f3f04e775721ab7 why does this happen
can't animate the bones set for the humanoid rig
why
if you're making an emote or animation override, you must use the animator settings, not directly moving them
won't work for gestures either way though
and the "why" is because that's how unity humanoids work
k
if you want to spend $15 to make your life easier, pick up Muscle Animation Editor
how do i make particles emit from the same position without following the player?
in what way ?
do you want it to send particle from the same exact fixed world spot
or do you want them to follow their own movement without moving = world particles ?
same spot from where i activate the gesture
hmm
I guess you'll have to drop an invisible object and make it fixed to the world position with a particle system attached to it
ok
and how do i do that
you can use the "worldobjects" prefab https://github.com/HugoZink/RokksPrefabs
ok thx
You should just be able to drop a world particle with a sub emitter. main particle at 0 speed, whatever life you wanted and it'd stay on the same spot emitting
if you want help you'll need to be more specific
i already got it to work with the world objects
So, anyone know why when I turn world collision on on my world particle system (In this case muzzle flash and bullets) that the transform gets way offset, to like 4 meters in front of the original position?
It only happens when I turn collisions on
I'm trying to make a gesture for laying down, but I can't seem to figure out why it's not working I have it applied to the fist gesture and it doesn't work, but if I apply it to an emote it does work but then stops a second later
From my understanding, you cannot modify the position of certain bones with gestures since it is controlled by VrChat's humanoid animation. You could make a duplicate model that has that pose that activates with a gesture while disabling the mesh of the main avatar. Or you could add that animation to the prone input from animation overwrite which will activate while you are crouching@smoky mist
alright I'll give that a try thank you
I used final IK to hold gun on my hand.
I used final IK to hold a gun to my hand
it worked when I use only headset and 2 controller.
but when I use full body trackers
it didn't work but spond weird spot.
Do you mean IK Follower? IK follower breaks in full body
I am using this asset.
@wanton haven than how am I going to do with pull the gun out of holster animation?
wait what
I was just complaining about IKFollower
Never had any experience with FinalIK
Also $90 is kinda rediculous
i know. but I bought it when it was $20 so. 👍
Not sure why you're using finalIK when you can just spawn a copy of the gun in your hand instead of the actual holstered gun.
Do you have a particle on it, is that why?
no. just holster and gunshot sound. I am test adding one by one and it happended
and I thought having two guns in wasting polygons
is*
I have plan to adding more objects for meme so I want to minimize as much I can.
plus it was RetroGEO's tutorial.
I followed.
Polygons aren't really that intensive, you can have a good amount of them. Unless you're trying to optimize for quest, then it does matter.
I like adding props through blendshapes, other people do it with mesh renderers. Just don't add excessive skinned mesh renderers and you'll be fine
Editing by Me
ADDENDUM: https://youtu.be/k6IxdGzBOSo
Special thanks to Cheese
Link to the package with assets from the video [FinalIK not included]
https://drive.google.com/open?id=1-3qOneh1Bt8IYf8YpzD--LRtBmunVVL5
COPY THE SETTINGS FROM THE PREFAB'S VRIK COMPONENT
IT IS CO...
so this guy's tutorial is outdated....:(
I wouldn't call it outdated
@clear yew do you have youtube tutorial for it?
I did put into hip but don't know how to move armature to hand
How can I make my avatar fly using WASD for control
do you want to just kinda hover above the ground and move.
or do you want to FLY fly?
if you just want to stay on the ground but float around with wasd. THen on the site that shall not be named there is a unity package called "animation pack" which has some fly animations which you could put on a gesture.
if you want to actually fly. then you need to use colliders or something.
Although I think technically they dont really want you doing that.
but im not sure on that
what controller do i use for generic animations now?
for non humanoid avatars
because animation component won't animate ingame
I think generic animations are broken
They should be fixed next update which is like a month overdue tho
Okay, so having a little bit of trouble with a animation setup here.
I have 3 different layers of a water particle system that spawn and trigger whenever I move, I placed in the mesh for every animation and it's working rather fine in unity's game mode setting, up until I load it into VRC It doesn't work. Maybe, think my only guess as to what the problem would be is that I didn't set the size over lifetime. I exported it from the model earlier in which then it was working, but it doesn't seem like the graph for Size > Lifetime possibly didn't go through? If it's not that I really don't know though. I can send more screenshots just in case if anyone sees a fault.
@surreal pebble Instead of floating around, I want my avatar ascend in constant velocity when I press W, and descend in constant velocity when I press S.
then you need some sort of collider system most likely.
Although I am not sure you can find what you want using the default sdk.
it's not something I really ever want to put on an avatar. FLoating sure. Flight...meh.
perhaps ask in development maybe
I think this would be the best place to ask, I've seen avatars that play different sounds on the same gesture. How does one go about that, since I assume it's animation based?
that would most likely fall under some kind of inventory system.
if they are the exact same gesture, F5 for example on desktop.
An inventory system allowing someone to essentially scroll through their music list and select what they want.
Or an inventory collider based system where your avatar is holding a display of some kind and you use your fingers to touch the music you want.
That said you have (on desktop) f2-f8 left and right. giving you a ton of music options and then emotes ontop of that.
So you could just have just different gestures for different songs.
Ye, I know that. I've just seen one avatar that seems to go through a list of sounds without an inventory system when you do the same gesture repeatedly.
I was wondering if there's a way for an animation to randomly activate from a list of items or something, or if it's something specific to sounds.
Not that I expect an easy answer if one comes up, as is always the case with avatars.
that is definitly an inventory system then.
it does a +1 count to the inventory every time you hit that gesture till it hits the end of the inventory or you hit a reset gesture.
I am fairly certain you could have the inventory system switch between animations.
the system can be used to switch songs and materials and more
so yeah you could have animations instead. why not
Oooh, well now I know what to look for. Cheers mate.
https://www.youtube.com/watch?v=GHjWF4yflRU
if you have a look on vrcat there is some stuff there
this is video about it and some basic setup etc
but I would check vrcat for something more up to date.
I think someone released a easy setup package or something
Editing by Cheese
Link to the package with assets from the video (Includes scripts)
https://drive.google.com/file/d/1oi1Ryc2O5FAKQg1_92G6CbEaUBmKnzhU/view?usp=drivesdk
This is a guide on how to expand your gestures or emotes and create multi-state animators for use with inve...
So, I can cycle through a bunch of sounds on the same hand gesture with this?
Ah. I'll actually watch it first.
Oh that's exactly what I'm after. Hell yeah.
you can technically cycle through anything that you would normally be able to put as an animation, sound, material etc
I'll watch it and practice it a bit.
and you should be able to have more than one on an avatar to be able to compound things.
just remember performance for the avatar could suffer with more than one. I have not tested it yet.
its the next thing on my list to do for a communication system
I just want to make a monster do more than one roar, heh.
well have fun.
just remember sound files take up quite a bit of space.
compress them if posible and make them mono is my suggestion
because nobody wants a 50-200mb avatar
Will do chief.
@spice sage What exactly are you seeing as an issue? Is it acting differently in game than in Unity? Is it not appearing at all? Is it only seen in some circumstances?
is there an issue with attaching an animator to the Body mesh to perform manual blinking on a looping animation? It work's fine in Unity but in vrchat it won't work. None of the shape keys used by this animator is being used by VRChat's eye tracking system, the vrc blink and lowerlid keys are assigned but are blank
@zenith topaz is your animation set to loop? Is the animation running by default on a simple animator controller (one animation per layer at most, set as default state)
the valve index can't do toggle option?
is there have way can do?
@fleet stirrup what exactly are you trying to do?
loading gun on hand.
Yes, valve index controllers have a toggle option for gesture animations
the index works the same as others, the only difference is that when you click the left stick you turn your gesture access on and off
and I have to keep my gesture to keep holding gun
by default you press in the Left Thumbstick to toggle this on and off
if you press in the thumbstick while doing the gesture it locks it in place too
if you're holding a gesture with the right hand when you click that stick, it'll also lock it on.
If you want to do it any other way, you need an inventory system
the problem is I set the gunfire option on thumb up.
and when I firegun and switch to handgun.
gestures are ALWAYS "hold to keep active" you need an inventory system to get around that
gun loading sound repeated.
or you could just do the "hold gun" gesture on your right hand, and activate a second gesture with the left hand to fire it
how about emotions?
Any hints on the blinking animation issue?
@zenith topaz can you show me your animator controller setup?
the animator window itself I mean
and if you activate play mode in unity it runs?
none of those shapekeys are used for any gestures or anything else are they?
nope
separate set of shape keys specifically for the animator to call to
vrc blink keys are present but don't do anything themselves
and the blink/lowerlid keys are at the top of the list, correct?
can you select one of the blink keys in the animation and hit F2, copy that text and paste it here?
select the animation property? like Blink left
yes
hitting F2 does nothing
in the animation window, after selecting a property?
Not a keyframe but a property on the left (IE: Body : Skinned Mesh Renderer.Blink Left)
is it a blank text box or is nothing at all happening?
nothing at all happening
just to make sure, you're selecting one of these two?
at minimum a blank text box should open...I'd try restarting unity
i'll try restarting
nothing happens
i've selected a property and pressed F2 on my keyboard
my bad, that's normal for an animator acting on it's object...I'm just a derp
I'm unsure where else to ask. I'm having an issue with a couple of particles.
I'm very new to using Particles as well. When I uploaded a character the particle effects worked fine.
But as soon as I switched world all particles became white planes. even going back to the first world they were still white after that.
@verbal kestrel so the particle effects looked fine in game, and switching worlds made them break?
I don't think I've ever run into that...normally if a particle effect breaks like that in a certain world, or always I'd blame the shader or texture setup (depending on what you're doing) being wrong...
@zenith topaz I honestly have no idea what's going on there...it looks like it should be working
Unless some change happened that broke animators on the body mesh animating it I'm not sure what's wrong there.
You could try putting an object between the body and the top level of the avatar and attaching the animator to that instead...but that's all I can really think of...as far as I know it should be working...
Okay so i did a few changes and now they are disappearing entirely instead. Not even white planes.
Switching world is still causing it. Pardon me
Switching out and back to the same avatar fixes it*
So it seems that upon switching world, the first time I do said animation. The particles appear for like a split second before not appearing again.
@verbal kestrel screenshot render section and top section of particle system, maybe shader settings too
that's weird...other than the max particle size being FAR too small for almost every case it looks ok.
Max particle size is basically the maximum percentage of the screen it can occupy, and unless you want it to shrink more than it's size when up close, you shouldn't adjust that down so small.
Currently it's at 0.033, where as for it to be the size you expect at all distances you'd want it around 10 or more usually
if you want the particles to be smaller, just adjust the "start size" down to what you want.
Also is this a burst emission setup?
Uh.. Yes. I think its burst
it's not looping so it won't keep firing, and it's a pretty short lifetime. If intended, that's fine...just checking
lifetime is intended yeah.
Its basically meant to be fired when "Hitting" someone
I'd say up your max particle size to 10, make sure the size of the particles is how you want it and test again.
Could also set your light and reflection probes back to off though, could be messing with the shader trying to provide lighting where it's not needed
Still stops working
I tried resetting the particle systems and even that stops working when switching world. So that should be confirming that its not an issue with the settings. Right?
Is there a way to access the animator condition with an avatar gesture animation ?
im trying to build a weapon with an ammo system
this is what i have so far.
When the booleon is active it fires , then when inactive it goes back to a ready state with one less ammo
but i can't seem to access that boolen on gesture animation
For the record to anyone else having same issue as I was. Didnt know world particles doesnt work inside of the armature. Had to use rigid bodies and fixed joints.
Its solved now. @fierce bane Thank you for the help tho. Very appreciated.
@verbal kestrel They can work if you use VRC_IKFollower though. but that brings up a whole lot more challenges
Them not rendering correctly shouldn't be related to it being world sim though... usually that's just them not coming from the correct place and in the right direction @verbal kestrel
Was I just miss understanding your issue?
@dull sleet world or avatar?
avatar
I don't know if any way to adjust properties of an avatar animator. You can however use something similar to an inventory system or stop motion to stimulate it
the final result im looking to achieve is a weapon that fires and lowers the ammo on each press of the same gesture . then when empty can be reloaded with a magasine
I wish you could... would open so many more animation options... same reason people use inventory systems instead of doing that
i can get the inventory system to work only for the magazine part
if you ever played with it , it's a system similar to that ridable Titanfall model
it had an ammo gun gun on it
Inventory system incrementing for each shot, resetting with a stop motion magazine or inventory system... not home and haven't set one up, but that's what I'd look into for it
It would be a different than usual use of an inventory system though
i've only dabbled a little into inventory system so i don't think i see how to make one for an ammo count but i'll try stuff
Look up "zeshins infinite gesture" video... may take me a while to find a link on phone
np , thank you ill check it out
ty
I'm trying to make skullkid float for his laying down animation and I figured the first step would be putting a box under him for him to sit on but for some reason even though the box has colliders it's merging with the model.
What should be happening
What is happening
@smoky mist This is caused by the colliders in VrChat simply not working this way. It's better to make a copy of your model, and make a custom crouch animation that makes them float.
@velvet ginkgo So I have a copy of the model in unity and I set the custom animation Position to have him above the ground but When I crouch he plays the animation grounded, That's why I thought I needed the box
I'm making progress actually haha, is there any way to adjust the camera to raise with the body now? as it stands the body floats way above the camera during the animation
@smoky mist you cannot move the viewpoint no. You can use a separate camera with a rigid/fixed anchoring it in place (it'll lag behind slightly though, so be aware of shaky camera), and a plane for it to render to. I'm not sure if there's a way to override the normal camera...
dang, thanks for the help The only emote overide that seems to work is prone, but it makes the camera stick to the floor, if I try crouch idle the pose doesn't work and it plays default, if I set it to a gesture it completely messes up the animation, and if I use an emote it has a set duration. it seems each option has its own problems though.
I can't seem to find that just right solution
Yeah, crouch override hasn't worked in ages sadly...
In desktop mode the camera moves to set heights for crouch/prone, and in VR crouch and prone states are based on the headset height change
so do the gestures not work because too much of the body is moving?
The gestures don't work because you can't move the entire body with a gesture, the fingers move for it because that's what is assigned to work with the gestures and nothing else.
Humanoid rigs operate on "masks" of what can and can not move. The idles work because they are designed to work with the entire body.
The IK and humanoid rig causes things not to sit in animations for gestures the way you'd expect to, and it keeps it on the ground as well. That's why the feet always find the ground when walking around and they don't end up at the same height sticking through the floor when on a ramp or stairs
The easiest way to get around it is to use a dummy body instead, or just use an emote (though limited in time)
Gotcha, so Could I turn my main body invisible with a gesture and play an animation of the model floating there
Beat me to it
yes
Don't disable the mesh renderer or it may have issues though...you're better off doing a material swap in the animation.
You can however enable the entire object for the animated clone sitting there so you don't have to swap an extra material
Swap the main bodies mesh for a transparent one, or one that doesn't render (I'm not sure how to do this one). Turn on the dummy body playing it's animation right?
yes
I know I made a simple shader that contains the minimum required and doesn't render....one sec
@smoky mist Couldn't find, remade quickly. Has a material with it with shader already applied. Enjoy
awesome thank you
I've got a truck with wheels I animated. But when I went to show it to my friends I could see the animation work, but they just saw it slide across the surface.
Generic rigs won't show animations to anyone but yourself right now. Networked IK isn't transferring the required information
I've heard it should be fixed in a coming update though, so there's that
I turned it to humanoid though
@smoky mist quick note just to cover it: you won't see the normal model disappear in mirrors or cameras because material changes don't carry over in them.
@spring isle humanoid with walk animations overrides?
Yeah but with the wheel animation
Pretty sure that has a similar issue where non humanoid bones don't transfer over the netwrok
Alright so I just need to wait for them to update that then
New issue with animation, when I try to record a keyframe for a limb in a position, after I finish moving it how I want and go to move another limb the first one resets and none of the keyframes saved
once you move the limb you need to go to the animation bar and click in the row item of that limb and add a key
You trying to move any of the mapped humanoid bones?
I'm trying to animate skullkid rising into the air and holding his Y-pose for summoning the moon. but the legs keep resetting to straight up and down
yeah legs and arms
Then you can't
Mapped bones used for the humanoid rig cannot be animated like that
thats a yes on humanoid bones.
unity doesnt like that for recording
oh figures, Gotta use a dummy body again?
you can do it manually by adding keyframes yourself but its tedious.
or make an animation file seperatly
@smoky mist you need to add animator properties instead of recording an object rotation for the bone
if you have muscle animation editor ($15USD, worth it in time saved) you can do it more easily
Sadly I do not, and animator properties is something I'm entirely unfamiliar with too
Damn thing won't even let me manually keyframe it T.T
you CANNOT keyframe in the rotations of the bones
go to the animation panel, hit add property, and find the "animator" entry. Then find the bone/muscle you want to set up
so things like stretch and spread for upper leg for example
and that is why it is tedious as all hell.
Found it, and it's better than me having to buy another program I'll just deal with the tedium for now
*asset not program
it's definitely worth it though, helps a lot...and it's not ridiculous like final ik's $90 price tag
still think they should have had something like MAE by default though
I agree It probably would be super worth it, I just can't fork the money right now so it'll have to wait. Was without a job for a while so I have a lot of things that need to be caught up with first.
You can always wait for a sale too, not sure about muscle animator but Final IK has gone to 50% off twice recentlyish
have no idea how to use the animator
i just want one animation to play after the other
how to do
i want it to play bodycharge blink then body charge blink 1
@near brook make transitions between them, check "has exit time" and set that time to the duration of your first animation.
check fixed duration.
set transition duration to 0
Or just use ONE animation and copy/paste the keyframes from the second one to the end of the first one
Transition duration is how long it blends from the first to the second animation. (without fixed duration it is a percentage instead of a time)
Exit time is how long before it starts the change between animations.
Hello all. Is there a way to syncronys sound and animation (best without play mode) without having the whole animation and sound play from start?
we don't have access to scripting, so no there is no way to sync them up other than with animations
you can enable an audio source at a specific time in an animation to make it play at that time
or you can have a delay in the audio file itself to time it
i want to do an animation with musik, but i need to start the hole animation again and again because unity does't play the sound syncron. thats the problem.
if a change something on time 2min its kinda bleah to start the hole thing again :/
I want to make a fireball animation like this
can someone point me to a tutorial? Idk where to begin but I suppose it's not that hard
@untold cape https://www.youtube.com/watch?v=FEA1wTMJAR0
Udemy: http://bit.ly/BRACKEYSMEM
Everything to know about the Particle System in Unity!
♥ Support Brackeys on Patreon: http://patreon.com/brackeys/
● Learn more: https://docs.unity3d.com/Manual/class-ParticleSystem.html
························...
You'll probably have to learn to make a texture sprite sheet to make the particles act how you want, unless you just want a rough one, then you'll just have to find an animated texture sheet
Oh I already have the fireball, I just want to be able to trigger the animation and make it explode when it collided or disappear after sometime
then yeah just watch the above video
thanks
What would help with getting the volume correct for audio sources? No matter what volume I had them set at, or what radius they had, the audio sources were still very quiet
I am not sure but I always set the volume between -3 to -6 db.
even than, sometime vrchat reduce it forcefully very quiet. 😦
they've been overly aggressive with trying to counter people using audio to harass others...it's not actually affecting those abusing it a they get around it every time and it's only hurting those making effects
instead of an arms race, it's a volume race
and every time they take a step forward, they're tripped and kicked down a flight of stairs
I have one hell of an question here . I want to know if it's possible to access a Boolean parameter i made on an animator controller with an animation ?
I know i can chage a classID to target the animator itself so i figured maybe theres somewhere i can find that parameter i created
as far as I know, the only way to access parameters is via code which we can't use.
What exactly are you trying to do?
haha same as yesterday , that ammo system weapon.
basically i want to change between states by turning on and off the boolean i created
and i know you can access a lot more parameters when you change the class ID in an animation
but to affect the boolean i made... i have no clue if theres a classid for that
like the class for statemachines
honestly no idea...
it's a really hard one to figure out i know
I'd set up an animator that goes through the firing shots as animations in a line, transitioning per shot (or use), and then sticking on an empty click animation (or whatever you're using)
shot -> shot -> shot -> empty click <-> empty click
This way it can fire up until it hits the empty states, and then flips back and forth between the empties.
And then you reset the animator with the reload to start it over
what i wanted was that each bullet would require a press
of the same gesture
for a limited amount of ammo
yeah, you'd basically be pausing the animator between shots, using the same gesture to unpause it so it fires until it reaches the empty state
i also wanted to remove the issue that turning off an animator mid state would also resume it mid state.
i tried with an animation that would turn off the animator at the end of the states but that bugged out when i tried to force the gesture to resume the animtion ... it was turning on and off super fast
I found that i need to access the m_DefaultBool of my AnimatorController..... i just need to figure out how to code that.
Would anyone be able to help here ?
So, I'm using an inventory system to spawn a weapon, however, when I deactivate it using the disable anim, even though none of the other gestures work anymore, the particle effects and sound emitter still work, so I can shoot out of my hand. Any idea whats going on or how to fix it?
My guess is you're not disabling the particle emitter. You likely have it under a fixed joint outside the armature and didn't include it as a disable for the inventory system
It is under the inventory system heirarchy
Are you using a vrc ik follower or is it just a local particle system?
are you turning the IK follower off with the inventory system too?
[CLICK 'SHOW MORE' FOR MORE INFO]
So I had my sister over again playing Just Dance and mocapping again when she discovered this song was playable. After which she insisted- no, demanded that we record this song three times to get it right. I'm so happy she's finally taking ...
no
hey all I got my float animation working the way I wanted and I even have it switching cameras, but when it swaps cameras and lighting/shaders in vrchat get removed is there a way to fight that?
The animation playing is the only difference here yet the lighting goes default? i think
That seems to just be the fact that the world post processing isn't affecting your own camera I think
Does anyone know how to use a particle system to emit a 3d object?
i have a prefab of it
👌
is there anyway to choose the start rotation for the mesh itself?
nvm
for some reason that option wasn't working for me at first
Any reason why particles would get smaller as a player gets closer to them?
Max Particle Size in the Renderer section
so when I put an animation on my avatar, usually it goes into the ground when I click off it. Suddenly it stopped doing that, and it's just standing there. The animations affect its visemes, but the keyframes won't move the body parts anymore. Here's an example of what im using to move the parts. Any ideas on how to fix this?
well, I think I might have found the cause, but now I dont know hot wo solve this... (they alre all properly mapped. This was fine before, but just isnt all of a sudden)
Reopen Unity
make sure you animate on a duplicate and not on your original model that you upload
so I did both of those
what happened was I re-named the armature and body from "Body.001" and "Armature.001" to just "Body" and "Armature". The SDK apparently hated that, so I re-imported with correct names and it's all fixed now. Unfortunately, that meant it deleted all the objects and particles I previously had on the avatar. Luckily they weren't complex and I still have the animations and materials so oh well.
The worst part was, the issue only came up a day after I re-named it. blame the SDK for being weird.
Heyo! I'm having a problem. I'm trying to make 2 animations for my avatar. One where I'm holding a fish, and one where I'm holding a fish and a slap audio plays. The audio either plays on both animations or neither. Any ideas on how to fix it?
please @ me so I can see
Do a multi layer object system.
One root object for the fish
And an object for the sound.
Have both be disabled by default.
Animation that enables the fish, animation that enables the sound.
Can make the sound animation also enable the fish too if you want
Then you can separately enable fish and sound on different hands.
How exactly would I do that?
actually I think i figured it out
works!
thank you so much!
@tame jolt I get that error all the time, I just go back to the original fbx, open the rigging modify tab, and hit done, usually fixes the error
Thanks, I already figured it out though. I tried that too and I'd didn't work, read the explanation I wrote.
Ah,I never renamed mine, though I still don't know what's causing it for me
@wanton haven sorry I forgot about your problem. You can't animate something under a VRC ik follower because the script moves the object out if where it is. For example if it's under your wrist (and you animate it there) once in game it's no longer under your wrist so the animation does not work
Maybe you can try having a LimbIK under the inventory system that has a vrc ik follower target outside of the system?
Nothing under the IK Follower is animated
You have your particle system under it?
Yes, but that is active by default. the IKFollower object is a child of the gameobject that is toggled by the gesture animation
and that is all inside an inventory system set
Yeah but the vrc ik follower isn't a child of the gun once in Vrchat due to the script it moves out
Therefore disabling the gun has no effect
The gun is seperate
lemme show pic
the fire game object is the IKFollower object
What I'm saying is that the vrc ik follower isn't where you think it is hierarchy wise. Once the script runs it's a sibling of your armature
So, would putting the Gun and its effects as a standard gesture override outside of the inventory system work
I don't need the gun to be toggleable
I've seen the inventory system guns done before on other avatars
You'd be better off just attaching everything under the IK follower instead
the whole thing is supposed to be attached to your wrist, correct?
gun in hand, particle firing, etc
Now that I think about it I don't know. I've only used vrc ik followers as targets for final ik, they never have children
VRC Ik Follower should be a DIRECT child of the wrist/head, and should have nothing else in the object
so they'd have to be the top level, also not turned off
you can animate your gun and whatever else below it just fine though
Yeah missed that red flag, more tired than I think I am. I've never used the ik follower for what it's intended for anyways
I'm not a fan of using it honestly...it's clunky and annoying to work with in the current state
It's the only thing you can use in some cases and it still works in combat worlds. Rigid body drift is quite noticable when you have 80+ bones attached to it
It's also well optimized so you can use dozens of em without worrying
Yep, it's just not well explained and does things you don't expect (like the first child of it also being reset to 0,0,0 position/rotation...usually)
the "usually" part of that threw me off badly at the start of using it until I figured it out...
I would ask for the documentation to be better but the script should be redone imo. The strange requirements can get annoying, especially to the unaware
But anyways I'm just glad it works. They broke it in the beta and gave me a heart attack but thankfully it's back to how it was.
so blender animation is hard, first try and all i did was select all bones while in a pose, selected the loc rot for them all, then moved down the timeline and moved everybone i wanted in what way then selected all and did loc rot
first blender animation btw
blender animation is a lot easier if you set up IK bones (and IK Poles for elbow/knee)
my.....
my avatar darkens slightly
when i make a fist with my left hand
wh-
what
it has emissive eyes, and fists close the eyes, but i didn't think emissions emitted light, and even if that were the case why doesn't right fist do it
it's so weird
Mine also darkens very slighty when I use fist to close the eyes
But it's only local apparently since my friends can't see it happen at all
I'm starting to mess with VRC_Triggers in worlds, is there an easy way to tell an Animator sitting on an active animation "Return to neutral from Animation A and THEN obey a second transition to engage Animation B"?
How to lock animation
Oh geeky boy.
Hmm.
Do you want it to do that second animation automatically or on a trigger event from the person?
If automatically. Why not just join the animations together into a single animation?
If from the player. A cycle system would work.
I guess you could on world load or button press start the first animation.
Then on that animation have a vrc trigger that triggers on completion of the first animation to trigger the second animation to start.
@buoyant dove ypu want to play an animation and lock the player in the pose you set?
Set it to loop.
I'm assuming you want it for a hand gesture or something.
If for an emote just search vrchat lock emote" on YouTube.
If it's for a world. You could also loop it.
If I may ask, could anyone point me in the right direction for prefab animations/effects?
Vrcat would be one place.
The site that shall not be named is another.
I'm sure if you do a Google search on "vrchat animation pack" you will find something.
I've tried that one site.. I'll look into vrcat.. thx
It's really about what type of animations you are looking for.
If you can be more specific then I can be more specific "oh here is a link to thag animation"
Really more along the lines of particles and effects.. I'm doing a model and I want to add some particles.. but I have yet to see something that I'd use
Well you could always go about getting particle creation assets from the unity store. There are some free options. And create your own particles.
Or you could use blender to make a particle system and import it into unity.
At the end of the day particles and effects wise. Unless you want something hyper basic like a fog cloud, fire etc. You aren't going to find something you want.
Unless it's hyper specific and from some source so someone made it.
Like the megumin explosion.
so i try use animation lock. so i hide main mesh and show second mesh
@surreal pebble
yes. essentially if you have a single frame animation or an an imation loop you would need to lock the animation in.
and that would be tied to your duplicate model that has the activate for the other mesh
i would suggest watching this https://www.youtube.com/watch?v=q_jXwaCx6AA
I explain how to create an animation lock, that is a toggle able animation the locks on so it will not reset when others join or switch avatars.
~Check out our Discord: https://discord.gg/HWm96zZ
Outro music by TeknoAXE: https://www.youtube.com/watch?v=vbxVX...
Tumblr: htt...
is there a way to make particles persist even when the system isnt generating particles? would i be able to lets say animate the particle system being active, then persay on a different gesture animate the emmision being active and such?
i think everyone would hate you since those particles persisting would lag ppl significantly depending on your usage
well i dont mean it like that
like lets say a gun shot
i shoot a shot and let go of the gesture, and the bullet disappears midair
but theres an explosion effect?
no no
just as an example
like i want to let go of the gesture but i want that particle to continue its course
like if i take out a gun shoot it and put the gun away i want the particle to not deactivate like it would normally
im not fully getting it
in unity, we would set particle emission to 0
dont have to deactivate it but it would cease all particle emission
ahh okay so i can leave the system active and just use a animation to increase the emmision
its aight. im gonna test it out
@clear yew leave the particle system itself active, use burst emission type, over time set to 0, and disable emission by default
sweet
Is there a way to have a holstered prop/weapon on your avatar fly to your hands when you want to unholster it instead of having it snap there?
Vector3.lerp
Oh? ;o I've heard of lerp before..
still new to vrchat so im not completely sure if you can use unity api for vrchat
but what you would do is use Vector3.Lerp(starting position, end position, Time.deltaTime)
Can the starting position and end position be bones? Like the holstered weapon is on his back bone, and equipped being on his hands bones
yea
So that when you activate this lerp, the object will move towards the hands, and even when you adjust the hands mid animation, it'll adjust as required? 😮
if you put it on a lateupdate function?
ah man I've got no programming experience to get that. I'm gonna have to ask my mate for some help.
Tho the larping time, I'm anticipating, will be really quick.
Something i gotta look into, Thank you, @distant escarp! Gave me the keyword to research to do the thing I'm after! ❤️
@distant escarp you cannot use ANY custom scripting, things must be whitelisted to be used.
So you could potentially do it with a shader, or with any whitelisted object specifically.
And avatars are more heavily restricted than worlds are
I was just about to search if custom scripts are whitelisted/allowed in VRchat.
With a shader?
How could you do that with a shader?
hmm. Yea coz right now I have an animation with a gesture override that hides the holstered weapon, and un-hides the weapon on the hand. I wasn't sure if I was able to have it actually fly from the bone that the holster is parented to, to the hand bone.
I thought I would need some sort of script because the animation of the gun going from holster to hand will vary depending on how close/far away the hand is to the holster.
if you're trying to make it seamless, then yea
or even better
make a holster/draw animation
Well if the animation can be: go from position chest bone (coz that's where it's holstered), to hand bone, then that would be good.
But I'm not sure if I can do that with just a straight animation.
you can but its a lot more annoying
gotta move the object while animating the hand
there are other tricks as well
like making 2 of the same objects and disable/enable when needed
so you have one object parented to the chest
and the other the hand
when you need to draw
simple move the hand to the chest
disable the first object and enable the 2nd
gestures have to be 1 frame long (2 keyframes total) or they slow down everything until finished, so just animating the movement of both would be pretty wonky
most people just accept that it won't be perfect...we're too limited in what we can use sadly
then just enable/disable when needed
That's how I've currently got it set up. object on chest, object on hands. Enable Disable etc set to rocknroll gesture for 2 keyframes.
if you want to pay for a $90USD asset you can get Final IK and use a single object, and re-target the connection to the hand, though I've heard issues with it on and off
I can edit it if needed to achieve my goal.
i paid $45 when it was on sale~
Basically my character will have 2 weapons on his back, floating. And when the user presses the gesture on their VR set, the weapon would fly to their hands for around half a second or so. And depending on where their hands were at that point, (reached behind their back, to the side like a t pose, or infront of them) the weapons would fly to them. Instead of right now, it's just snapping.
making a smooth flying animation would be more than 2 keyframes
smooth flying animation think like Thors hammer flying to Thors hands for example.
Yea it would take more than 2 frames.
I read somewhere that you can have the gesture animation play, and then stop midway, then play again and act liek a toggle for equip and holster your weapon.
hmm
hmm
alternatively, you can download the open beta of vrchat
and use udon scripting
to script what you're thinking of
idk how robust it is since its in beta
udon does not work on avatars, only worlds
ah
rip. I haven't used Udon. I don't do worlds. Does Udon make stuff like this easier to do?
if it worked for avatars
sure
i guess best you can do for a smooth animation that wont have everyone hate you
is to split the animation
and then chain the gestures
dont know how to auto chain it though so you might have to do it by hand
you can auto chain using empty objects that play the animation when activated (have the last frame of the previous part(animation) activate that empty object)
basically making a playlist
I need help for Behaviour animation lock @surreal pebble
You could probably have a limb ik set up and then increase the weight via animation. Haven't tried it myself though
for the smooth fly?
it would still be snapping if we looking at 1-2 keyframes
you would pretty much have to play with physics somewhere to not do animation
you can enable an animator's behavior to start up an animation with a gesture. So the gesture just activates the animator to do something longer
Yeah you shouldn't try to do anything non boolean with the gesture animation
@fierce bane Yea! I'm looking to do something with that. It would be really kool to be able to do a gesture for less than a second or so, and have that trigger an animation to go on loop, such as holding a weapon in your hands. Then having that animation stop when you do the gesture again!
For a simple thing such as not having to hold a RockNRoll gesture to hold a weapon, but instead just press it once to turn on an animation that has you hold the weapon, then pressing RockNRoll gesture again to stop that animation (or in other words, put you back into normal idle gesture).
generally speaking, it's a LOT better to use emotes for that, you won't hit it by accident that way (either on or off), and you don't have to do a bunch of workarounds to make it work correctly.
People also have to be looking at you when you activate it or they won't see the change
@ionic oracle ⬆️ forgot to mention
People have to look at you to see the animation happen right? Or else it'll get culled out? Like if you have an animation that is 30 seconds long, and you start it while somebody is away, and they join the room or only begin to look at you while you're 6 seconds in, they won't see the animation until they see it from the start?
Is this why the default gestures are good because they have 2 frames? So the 2 framed animation repeats very quickly, that as soon as somebody is looking at you while you're doing that gesture, the animation begins and then for them (locally) they see it because they are in sight of the animtion as it begins?
@fierce bane :))
if an animation is active (like you're holding the gesture to turn on an animator that does something) if they load in, it will start up because they are still being told "gesture is now on" when it loads up
So if it's 30 seconds long, and they load in at 15 seconds, it'll start fresh for them, but finish normally for you
ah ok
Gestures need to be 2 keyframes long (1 frame long) because they will continue until finished...so if you made it 30 seconds long, hit the key, and then hit another key, it'll slow down the entire time.
Gestures I believe are actually multipled by ...4? I forget the number...
so a 10 second long gesture is actually 40 seconds of slowed gestures
I've basically right now got a gesture which acts like a toggle for turning on, and off, a weapon to equip.
it's...annoying to deal with when you forget
By default, the weapon is holstered. When you RockNRoll, It'll unholster it, and put it in your hands. When you press and hold RocknRoll, it will put it back in holster.
Seems to work well so far. But from what you're telling me, if I press and hold it to Holster it, Somebody who joins late might "miss" the part of me holdiing it, and on my screen I would have the weapon holstered, but on their screen I would have the weapon equipped?
hm. I think I do
so if they see it on when it's off, you just hit the off key and it's fixed
but if you have the same key for both it will just switch which one, and stay out of sync
I'd hope to achieve this by just using 1 gesture override, like a toggle. Not an on off switch D;/
The shorter tha animation, the less chance of desync?
you might be able to get around that by setting up a delay so you have to hold it longer for it to activate
shorter doesn't mean less desync
ree
if they see it as off, and you see it as on, it'll just flip which one if it takes the same amount of time
you could make a reset emote or something...just runs to reset it so you can resync to your default state for you and anyone looking...avoids a reload
This is what I've got going on
in terms of animations
Still fiddling with numbers
But I got a gesture which activates that bottom part
when I press it, It'll equip the weapon
which the equip animation runs for 60 frames, and when I let go of the gesture, it pauses that animation.
When I press the gesture again, it restarts that fire animation, and eventually goes into the Clear animation which puts the weapons back on my back
at that time, I can let go of the gesture, and it'll stay on my back.l'
So I can hold the toggle as long as I want and it'll keep cycling through holstered, and equipped
and whenever I let go, whatever is on screen will stay like that.
The whole reason for this is that I think it's annoying to have to hold you fingers in a position that may be tiring after a while to hold a weapon, when having it toggle would seem a lot better.
Still experimenting tho
that...should technically work for late loads
you'd just have to re-grip the weapon for them to see it in your hands
as long as the reset animation portion is re-set, and not paused when you release, you should be fine
Like when I let go of the gesture, it puts it back to the start of that animation? And doesn't instead just pause it in the middle?
I was following this tutorial, maybe you've already seen it https://www.youtube.com/watch?v=sbL9k0VA4OY
I explain how to create a potential infinite amount of gestures using an animator state machine.
========IMPORTANT========
Thank you Bertrand Steenhaut for the help
If you can't open the animation file, you need to set the Serialization to Force Text. While in Unity, go to E...
Also, what is with Shift + F2 (Fist) that fucks up with gesture animations? Like I go Shift F6 to test, and go back to Shift F1 for Idle
Then press Shift F2 Fist and to test other gesture buttons
and it just resets shit
Fist has no transition like the others. It just happens.
I've noticed that, @pliant dust yea!
Like cycling from any other 2 gestures in repetition, they have animations that go between them animate to the new pose
But cycle between Idle and Fist (F1 and F2) and they snap to the pose!
I'm still not 100% sure about the animation desync issue, I'm sorry.
In terms of understanding D;
fist can actually have a variable "on" state with gestures if you have a trigger that activates it instead of a button.
So occulus for example by default can turn it partially on, or slowly on...no other gestures work that way, even if they have a trigger
so for example I have a model with tails, and I can cocoon myself slowly or partially because of how fist is set up
no, because they have to be looking and loaded, or it will start whatever is active and otherwise resort to default.
In your case if they aren't looking, or load in afterwards the weapon will be on your back if you're not actively hitting the gesture.
hmmm
What if I can make it so that when I release the toggle, whatever state it is in, THEN sets of a 1 frame animation, akin to a normal gesture?
So I hold it, and it equips in my hand, and instead of that 30frame animation pausing, it triggers a 2 1 frame animation of the weapon being in my hands? like a regular gesture.
the issue is that your avatar is in the default state when loaded, so if something is not actively setting something (like holding down the gesture) then it won't activate
your default state is off...if someone doesn't see the weapon in your hand, just hit the gesture to set it back to your hand and it should be synced up...as long as it isn't PAUSING the transition to the unequip portion of the gesture, it shouldn't desync
In terms of animation transition? Like going from the equip animation to the Holster animation?
Coz I think I have the actual transition between animations be 1 or less frame
Talking about this?
Though for some reason whenever I do a totally different gesture, it spawns them in my hands :/
Bahhh I might just leave it as a normal gesture, no toggle.
D;;
Didn't get a chance to reply sooner, but I'm trying to create an animation controller for an object in a World that will hold its state until it's called to transition through a neutral/idle state to the next triggered state (eg; pressing buttons on a machine to toggle its mode). Eg; being on Animation A and having a button for "Activate Animation C" trigger.
What I ideally need is a generic return transition method too, so I can attach additional animation states on in the same manner.
Nevermind, figured it out and missed something obvious 😑
Glad to hear it! Put down what you did to fix it here incase people with a similar issue come across this. 🙂
Ah, true. Use the blatantly-obvious "Any State" State.
Different question while I'm here; What's the best way to keep an animation active with OnPickUpUse for a held item? (General example; Having a gun keep shooting while you hold the trigger) I thought it would be as simple as a boolean transition with True on OnPickupUseDown and False on OnPickupUseUp, but it just seems to lock on True the first time the item's used.
...Turns out it IS that simple... if you actually put both on the one Trigger and not make two separate Trigger components like a dummy... 😩
how hide main body and show second mesh use emote
Turn off the mesh renderer on the main body and turn it on on the second one in the animation.
@buoyant dove
Decent tutorial for that.
You need to 1. Make sure you use the "is active" in the animation for that gesture/emote that is linked to the thing you want to switch to.
2. Make sure that your gesture override file has the animation file in the slot you want and that that animation file is linked to the duplicate avatar.
This should get you there.
sorry for the bad mic but i wanted to make this video as it lets me not have to explain this to over 30 people a day.
If you need help with any more stuff in blender/ unity like key frame animations and stuff let me know in comments and ill make a video for it
So, in Blender I created my model, rigged it using all the required bones + a few extras for the characters tail and created a few animations such as a walk cycle and idle. I imported it into unity and in the animation player it appeared to be working fine but once the vrc descriptor was applied and I used the full override controlelr and replaced the idle and walk with my animations, It would only play the tail moving part and give me an error about how it was the wrong kind of rig. so I switched the rig type to humanoid and made all the adjustments so that fingers and eyes were setup and all, but now the animation plays everywhere EXCEPT the tail with no given errors.
I was wondering I could include non humanoid bones in a humanoid rig and still have them animate.
i would animate the tail using dynamic bones or something
I guess but there are specific movements I’d like it to follow.