#animation

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distant escarp
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animate just the tail, then layer it on top of your idle/walk animation

opal yew
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Ok, I'll see if I can figure out how to do that

opal yew
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I figured out my problem! This tutorial is great btw

fierce bane
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@opal yew Just pointing this out so you don't run into other issues.
The animator on an avatar is replaced by VRChat when you upload it, so any changes on the avatar-level animator will not save.
Generally you would put a secondary animator in, and put your tail wag into that.
Extra note: Only humanoid bones can be animated with the idle/walk/etc overrides (idle sometimes works for others looking on, but not walk at the moment)

opal yew
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oh ok, I'll see what happens

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you're right, I'll try making a different animator

fierce bane
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just remember it has to be below the vrc avatar descriptor level

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usually you'd just put it on a tail root bone and animate the bones below that

opal yew
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Ok, I'll see if that works

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should I use the same animation controller as the body or make a new one?

fierce bane
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make a new one, blank other than entry->tail animation

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also to cover a potential issue...animations must be set up from the animator's point of view
So if it was based on avatar level before so it's looking for armature/hips/tail root/etc that won't work

warm shard
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Idk a lot about animating dynamic bones so how would I make them look like they're affected by gravity? I assumed I could add values to the force of it, but idk how much or on what axis to get it working

fierce bane
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you add -y force for gravity

warm shard
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Okay, that sorta works

opal yew
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ok so the root bone on the tail has an animtor componenet with the characters avatar as the avatar and a new controller called Tail Controller that just makes the tail animation play on loop forever at start.

fierce bane
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remove the avatar portion

opal yew
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so Avatar = None(Avatar)

warm shard
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It does look like it's being pulled down now, but it looks stiff

fierce bane
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the stiffness is based on your settings
The amount of force you add, and the other dynamic settings

warm shard
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I'm not sure what would keep it from looking super stiff when I add any amount of force to it

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-30 seems to make it rotate fine, but I'm trying to get it to look more natural

opal yew
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It works. the tail works.

summer slate
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Hey guys! I'm making a world now and was wondering how to begin a player spawning in pitch black then using a flicker animation to brighten my world and play a sound with it.

tight arrow
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Anyone here any good with inventory animations? I've been following a guide to cycle through a list of sounds, but it keeps playing them all right after the other.

clear yew
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how to make particle system GPU rendered?

wanton haven
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Enable GPU Instancing in Unity on the texture your using for it I think

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Also, the particle system must be set to render as a mesh

near meadow
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Okay, for some reason, making a fist with my left hand changes the light shining on my avatar a little bit. I've heard from other people that it's only local, buuut it's also affecting a recording I'm trying to make. Any ideas?

clear yew
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@summer slate have a local animation fire on network ready https://docs.vrchat.com/docs/onnetworkready

summer slate
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@clear yew how would I execute that?? I don't even know how to begin...

loud nebula
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How do i make a animation with my original avatar i am using and a second one that is a girl that is dansing in front of me. /That was a example

tame jolt
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IDK if this is an issue with the animations or the model, but my avatar animations are not resetting. Here's the deal: I hit a gesture, the animation works. I hit another gesture, and the same gesture plays as the last one, then slowly moves back to the default pose and then plays the correct animation. any ideas of why?

tame jolt
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GOT IT- I had my animations keyframed at 0:00 seconds, so I just dragged all them to 0:01 (first frame) and now we're fine!

stuck spade
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anyone knows the issue of this? I have a particle system on by default and when turning it off and turning another particle system on by animation it's not showing up in VRChat but in Unity

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the animation is set to loop and 0-1 frame.

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it's a sphere mesh with the same shader btw

lean walrus
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Any way to set up a gesture animation that changes a material and makes it stay even if you let go of that gesture?

keen frost
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Hey, does anyone know how to make expressions that play during a combo of two different hand gestures? Like if I make 2 fists it plays a specific animation? I’m wondering if it’s possible without extra animators. Specifically I’m trying to play different facial shape keys during hang gesture combos.

tight arrow
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You'd have to use two different hand gestures for those.

keen frost
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Yeah. Can you use a custom animation controller, or are you stuck using overrides in the main animator?

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I can’t seem to put a custom animation controller in the avatar descriptor.

fierce bane
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@keen frost custom controllers will not work.
You CAN however take advantage of the "right hand priority" that VRChat uses.

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If the right hand says something is off, it is off even if the left hand disagrees

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So for example if your fist gesture makes you frown and cry, but the point gesture disables the crying portion but not the frown, then you can have point on the right hand and frown on the left and make yourself frown.
Then when you want tears, switch from point to fist and tears appear

fleet stirrup
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start in 0:39

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he makes sound with head butt. and next he makes sound with snap.

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how can do it?

fierce bane
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it's just a timed activation of a gesture. Gesture just enables audio device

fleet stirrup
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but the timing is too perfect with collider

clear yew
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god his laugh is so fucking annoying lmao

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had to stop half way through, ears bleeding

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agreed

surreal pebble
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correction

Anyone: Does any reaction
Artsy: Laughs

Anyone: Does something mildly funny
Artsy: dies of laughing and causes WWIII

prisma marsh
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So when the model is in unity his mouth is closed but when i get into vrchat its open

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(Idk if this is the right place to ask)

clear yew
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unmap the jaw bone in the rigging tab

heady talon
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how do i animate a second avatar in a dance animation? I thought i could just drag it under an avatars hierarchy and give it an animation controller and attach the dance but it just tposes the whole time

lavish scaffold
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Either the avatar is not Humanoid, or you put the animator controller on the body (mesh)

heady talon
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avatar is set up properly as its a copy paste but with the descriptor removed

lavish scaffold
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click the model with the animation controller, then check the "animation" tab, do you see the animation you added? if you do, do you see any names as yellow?

heady talon
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ah

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i see the problem now

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the second avatar had no body mesh attached

wanton haven
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IKFollower does some wacky stuff with scaling, I swear

ionic oracle
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How can I make it so that if an animation stops midway, that it will set the animation to 0 and wait for itself to get triggered again?

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Just discovered Animator.Rebind but since it's a script, can't use it ;<

surreal pebble
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set back to the start of the animation?

well any animation if stopped is reset back to the start when it is re triggered.

maybe you mean something else

clear yew
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I'm having an issue with unity only uploading one gesture dance, it'll change all of my gestures to be a single dance, i've checked the animation controller and don't see any issues

graceful badger
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Does anyone know how i can play an animation when i do a gesture? or is that not possible?

clear yew
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Can someone help me with a avatar making thing that i cant figure out? I cant figure out how to make it so when you do a peace sign it will do somthing like put a item in your hand Dm me if you can help please

turbid shuttle
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i have had a really dumb idea for an animation

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this part of the song specifically

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paired with a 3d rendition of this

graceful badger
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Okay so does anyone know how to animate puppets in general. Like i have a model thats all rigged and animated, its a child of the hand of a regular humanoid model, and i want that model to animate accordingly.

clear yew
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does anyone know why in unity when im trying to animate my vr chat charecter with gesture overides i

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it says

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That they are all missing

covert patio
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sometimes that happens if it incorrectly gets applied to the body mesh instead of the avatar root

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just drag and drop the animation onto the avatar in the hierarchy and it should work

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make sure ur usin a duplicate tho

clear yew
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Could you elaborate?

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@covert patio

covert patio
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ya!

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SO a lot of animation videos u'll see ppl drag the animation video directly onto the avatar

clear yew
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uh yeah i guess

covert patio
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and it'll usually try to animate the mesh! the mesh doesnt hold the bones tho

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so its much more easy to just take ur animation file and drag it into the hierarchy onto the avatar root

clear yew
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wait

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waht

covert patio
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which would be the bolded int eh following example im aboutta make

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super cool avatar
armature
body

clear yew
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so

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im trying to do gesture overides

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And

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i use the gesture overide thing as the animator controller

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but

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it dosnt work

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maybe i could screenshare with you and it would make it easier to explain?

covert patio
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oh also it'll do that if u havent already set ur fbx as humanoid

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sure!

dull sleet
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I'm currently having an issue i never encountered before .
I cannot animate any part of my avatar in gestures except the face.
I tried moving the fingers for custom gesture and it doesn't move it.
Using gesture manager to test Emote just make the model move in a T-Pose.
Could anyone help me out here ?

clear yew
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@covert patio why u blok me ;~;

covert patio
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Oh! I didnt. I just turned off private messages from the vrchat discord again

clear yew
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oh

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Okey

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oh no

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UH OH

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@covert patio it wont launch now ;~;

covert patio
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Unity?

clear yew
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yeah

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it wont launch

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... light bulb

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wait

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no

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idk

covert patio
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Id check task manager and make sure ur unity isnt runnin in the bg or anythin

clear yew
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no iys not

covert patio
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Otherwise ud have to look at unity forums

clear yew
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I could export all the files

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and then import them afterwards

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@covert patio the other version dosnt even have the stk or whatever on it

covert patio
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U have to reimport the sdk into it if its not lettin u open ur old project

clear yew
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i tried

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I

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DID

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iT

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@covert patio

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Its at a different version

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now what

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@covert patio

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SKipur

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@covert patio you leave me hanging ;~;

covert patio
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I do have a life sometimes

clear yew
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no you dont

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YOu exist only to help me with unity 😠

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πŸ˜›

covert patio
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U should be able to either put all ur stuff from the old unity into a prefab and import it hypothetically

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Tho ive never tried that

clear yew
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i did it

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all my stuff is on a different version

covert patio
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Or just import the assets u used and redo everythin

clear yew
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what do i do with it now

covert patio
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Tho u shouldnt have to redo the animation since u slready made that

clear yew
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yeah i got everything

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on the second version

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now what

covert patio
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Set as humanoid, add avatar descriptor.

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Then the sdk should work since ur now on the right unity

tribal geyser
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...

clear yew
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hi,
i've made a avatar,
and i want a live animation like this ⬇️ ( not my model )
i don't know how to do it can someone help me please?

turbid shuttle
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looks like gmod

kindred trout
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Is there any way to make particles rotate like a tornado? Vrchat bans scripts for rotation on particles now.

mint plank
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you can either use Velocity over lifetime and use curves or you can animate the particle effect and make it rotate

remote yacht
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Hey, does anyone know how to have two models in one avatar so that both models move their hands at the same time. For example, I've seen a lot of JoJo models that have their stand tracked as well. Do I need to have two rigged models in one fbx file or what?

cold pulsar
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You can have them combined as the same rig but most people have the stand be a seperate model all together as a child of a bone and then copy movements with something like rigid body fixed joints rotational constraints

clear yew
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is there a way to copy material animations from an object to a particle system?

jolly bobcat
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So I made an idle animation in Blender and exported it with my model into unity. How do I replace the default idle animation that the SDK uses by default? I can see the animation in the animation tab, but I don't know how to insert it into the custom override.

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nvm im blind

kindred trout
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you make animation in unity, and put the animation into the idle slot

kindred trout
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My animation goes weird after I put it inside a world fixed joint prefab

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I used a gesture animation to activate both the world fixed joint prefab and the animator of my weapon under the prefab

dull sleet
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Need some help with animations and turning off animators.
I figured out how to turn on/off the animator in a gesture but my problem is that it resets the animation when turned back on .
I'm never turning the object off though, do you guys know why this occurs ?

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if i turn the animator off manually , it resumes where it left off. If i turn it on and off with a gesture , it resets.

kindred trout
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that's how it works in vrchat

dull sleet
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??

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really !

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is there any way to pause an animation then ?

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every thing i try doesn't seem to make this kind of animation doable *(with my limited knowledge)

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My end goal was to make a limited ammo weapon, with a way to pause firing whenever you release the trigger.

kindred trout
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I think instead of pausing an animation you need to make two animations that make the gun looks like pausing

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One animation that toggles the gun, and the other animation the gun firing, which also toggles the gun

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when you switch from the firing animation to the gun toggle animation it would seem like pausing it

dull sleet
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im a very visual person , gimme a sec to understand that

kindred trout
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And to make the gun looks like shooting nearly out of ammo, you would need a third animation that that presents this and also toggles the gun

dull sleet
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mmm. not sure itll work well. The gun is , for lack of a better term, always there.

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basically im using a system to grab the gun physically , then when you have it up, doing one gesture would fire a single bullet then stop . Repeat that 3 times and it can't fire. That was the plan originally.

kindred trout
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You would probably need a state machine that puts suspension inside the transitionaol states to achieve that

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but you cannot control a state machine with suspenional states well with simply gestures

dull sleet
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that's what i tried too .... couldn't find a way to change between the states

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yeah ...

kindred trout
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you would need vrc_trigger component

dull sleet
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???

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isn't that for worlds

kindred trout
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and set an game object as a trigger

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yes

dull sleet
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scrap that then .

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πŸ˜›

kindred trout
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I saw people making customized panels using vrc_trigger

dull sleet
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my biggest question is that i saw this done before on avatars

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at least on the titan fall model

kindred trout
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putting small buttons on the wrist and arrange them to look like a panel

dull sleet
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it had a gun with a reload and a limited ammo

kindred trout
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Probably that guy used three different gestures with different animations

dull sleet
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i mean it had an ammo count that was preventing fire once the ammo was out

kindred trout
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Or that thing is already broken after the update of vrchat

dull sleet
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no its still working too

kindred trout
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then maybe you need to put vrc_trigger in your avatar

dull sleet
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but it won't work ... it's for worlds only isn't it

kindred trout
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I don't think so

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since you can put chairs on your avatar too

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What you need is the animationbool in vrc_trigger

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It sends a value to the animator everytime the trigger is activated

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and the gesture controls the trigger

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that's the best idea I get

dull sleet
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i tried the bool thing before but didnt know how to access it

kindred trout
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firing-->suspension-->firing-->suspension-->firing-->out of bullet

dull sleet
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yeah i got that now .

kindred trout
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out of bullet-->suspension-->firing(1)

dull sleet
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im trying to see what need the trigger onto

kindred trout
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and you uncheck the fixed duration and exit time for suspension states

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and add a parameter inside the animator

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choose bool and name it True

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check it

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and go to the suspension states and press " + " in the list of transition conditions

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and make the animationbool of the vrc_trigger sends a true value to the animator everytime it is triggered

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you would need to link the vrc_trigger to an gameobject that is controllable by the gesture

dull sleet
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doesn't work ... trigger gets removed on play

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once the object become enabled the thing gets removed

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so i guess i'm back to square one here

kindred trout
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πŸ€·β€β™€οΈ

proper hedge
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@dull sleet use one animator to start another one. the other one does the state progression

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gesture writes behavior.enabled 1 to start parent animator

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parent animator contains a state that animates behavior.enabled 1 on a child animator for an amount of time, then transitions to animate behavior.enabled 0 on child animator

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your child animator can contain any number of states that will complete and transition based on when/how long the parent animator is animating behavior.enabled 1 on the child animator

dull sleet
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i think i understand . i found a video on that .... but i crashed my project trying to make it....

kindred trout
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gestures animations longer than 0.01 sec would make gestures animations play slower, and can be super slow

dull sleet
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i alsmost have it ... but after reseting the parent object with both animators off.... it still animates the first time

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the last animation turns off all the parts inside so none should animate , but upon resetting the parrent, they animate the first part of the state machine

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nvm found it

jolly bobcat
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anyone know why my feet do this on my model? everything is rigged correctly and paired with the appropriate bones correctly. but for some reason this started happening after i made some thumb, index, and middle finger bones so that the model could crouch and lay down properly. it only seems to happen when the turning animation or the walk sideways 45/135 degrees animation plays.
https://gfycat.com/easyfirsthandafricanclawedfrog

kindred trout
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I don't see any problem, your avatar is moving fine

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it looks problematic only because your avatar has short legs

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all avatars have their legs turned in the same way if you move around like that

jolly bobcat
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ah i see, and longer legs you wouldnt notice it

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gotcha

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probably wasnt doing it before because not having those fingers rigged disables a lot of the animations

past cove
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Question, I'm creating a world and I'm trying to make it either rain or snow in it... where do I put the animation to make it function properly?

bitter gyro
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Is there some existing animation that simulates the bend of fingers being tracked by Index controllers?

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I think with would be a necessary thing to have in order to properly position props.

little solar
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alright quick question: is it possible to have an excellent performance rating while also having a blink animation?
as far as i can tell, the answer is no, because i need a second animator on top of the avatar descriptor to control blinking

cold pulsar
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You can set it up so it uses vrchats default eye blinking instead of trying to do your own. You do lose control on the system when you do however

little solar
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ah, i wouldn't want that

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i suppose i'll have to take the performance rank hit

cold pulsar
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I think you can set up blinking in a custom idle pose if you want to try that, would prevent you front blinking while sitting/running/walking/prone unless you do it over it them too

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Going from excellent->good really doesnt matter, especially if its just because of 1 animator

little solar
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that's weird, it's saying i have poor performance with a single animator

cold pulsar
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I mean thats just not correct?

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How old is your SDK?

little solar
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newest edition, got it today

cold pulsar
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Well its wrong so it should be good in game

little solar
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yeah, that's why i thought it was really weird

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since everything else fits perfectly into even the quest's guidelines

cold pulsar
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I would check in game, it should be good ranked on animators

little solar
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even weirder is that it's excellent in-game and not just good by having only one animator
πŸ€”

cold pulsar
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Does it state 2 animators in game?

little solar
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nope, it doesn't count the avatar descriptor in-game

cold pulsar
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I dunno dude that sounds all fucked up

little solar
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finally.. i only have one remaining problem with the avatar and it's.. the mouth being stuck open in VRC and nowhere else

little solar
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... actually, how do i fix that? nothing's really working out so far for fix attempts

cold pulsar
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Your first 4 blendshapes need to be eye related

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In this case they should be empty since you are doing your own blink animations

little solar
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i see

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what do you mean by the "first 4" ? @cold pulsar

cold pulsar
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top to bottom in the list first 4

little solar
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or wait no, i'm totally messing it up lol

cold pulsar
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No the blendshapes list under the body

little solar
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ohh ok got it

cold pulsar
little solar
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alright

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@cold pulsar that didn't seem to work, the mouth is still opened by VRC's CustomOverrideEmpty controller in the editor and by VRC in-game

dull sleet
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A follow up from yesterdays problem , I managed to get all the animation done and the triggering of each steps work. the issue i have now is with resetting everything.
Turning the object OFF and ON resets the animator but leave the object in the last pose it was animated in because the animator is off until needed. I tried to have an animation turn it on then off quickly but this causes it to remain OFF and cannot be toggled back on. Any help would be appreciated

cold pulsar
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Your basis should be the base case and should be when no blend shape is active, I dont know what you mean by "CustomOverrideEmpty"

little solar
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the animation controller, it's active when you hit play in unity
when either this controller or the template controller "AvatarControllerTemplate" is picked the avatar's mouth becomes stuck open when the play button is pressed
in game it's always like this
it can still switch to other blendshapes for speaking, but the mouth is stuck

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i think the only guess i have currently is that the jaw bone is being used somehow

cold pulsar
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Your main animator should be empty, if you were to make your own animation you should have a second animator on another part of the avatar like the body. In your rig menu you should not have a jaw bone selected if you are using visemes

plush path
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heya guys, I'm new to this kinda thing. How do you have multiple objects in an animation that only appear when it's playing?

fierce bane
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@little solar unmap your jawbone in the humanoid rig mappings.
Also make sure you're putting your overrides in the "standing animations" slot, NOT the animator controller. (that should be blank other than testing, it will be overridden by VRChat on upload)

wispy thorn
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Hey, I've been working on a custom walking animation for my avatar, but I've run into an issue - looping

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is it possible to make an animation not loop?

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I'm trying to make a sliding animation essentially

surreal crater
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@wispy thorn click on the animation it created and untick looping

wispy thorn
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AH! that simple, oops, thanks!

surreal crater
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πŸ‘

wispy thorn
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albeit quick question to savve time

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in unity or blender

surreal crater
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unity

wispy thorn
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I assume it works with blender-made animations too?

surreal crater
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it should yes

wispy thorn
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Actually, I think they're already unticked and I may have simply messed them up somehow, regardless, thanks! also long time no see wigo

surreal crater
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Actually, I think they're already unticked and I may have simply messed them up somehow, regardless, thanks! also long time no see wigo
@wispy thorn vrcSad who are you again? I have an idea but im not sure

wispy thorn
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so I assume correctly, my animation will just start and stay stuck on frame 14?

We met 2 years ago, so you may have forgotten

surreal crater
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yes

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so maybe you want to enable looping

wispy thorn
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nono, I want to have it disabled

surreal crater
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alright

wispy thorn
surreal crater
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then it will always stop at the 14th frame

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if you dont mind me asking in between, what is your vrc name?

wispy thorn
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The exact same

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I had you in my friendlist, but I did a recent cleanup cause I haven't seen you online at all so you were among the victims

surreal crater
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lol rip

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well feel free to add me if you want to (you dont have to if you dont want to)

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So what is the exact problem you're having?

wispy thorn
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Currently I justh ave it set to a wrong height

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the model has heels, but the bones aren't modeled to the heels as you see so in unity the model is actually raised off the ground and I exported non-raised fbx

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so it was walking in the ground

short drift
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Heya! So, I'm having trouble with an animation bit, I have a character that "flies" - or rather hovers...
When I animate them in Unity, everything seems gucci
But when it goes into VRchat, the animation is right, but the height off the ground... isn't.
So I'm doing the flying animation, but instead of hover a foot or so off the ground, it's more like... 6 inches
Maybe not event that T_T

gaunt comet
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i looked on youtube for a tutorial but i couldnt find one, doesn anyone know how to link an animation to a voice?

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wait i think i got it

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wait no i didnt, i found this tutorial that was able to make the blendshapes, but i dont know how to link them to upload them into vr

covert patio
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im not entirely sure what you mean by link, but once you make those three mouthshapes, you can have cats generate the rest. then in unity, when u make an avatar descriptor, at the bottom it'll have options. select visemes, drag ur body in the hierarchy into skinned mesh renderer, then u match ur shapes to the visemes listed

topaz hollow
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Got a problem, I've been able to add a custom sound clip to an emote but unable to figure out how to do the same with different emotes

wispy thorn
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Or does it just mirror the right?

livid berry
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Good afternoon everyone, I was curious if anyone might know how to make an avatar with a ragdoll animation, similar to the Tony Hawk model you see every now and then that completely ragdolls out. Thank you!

hexed copper
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how do I make the animation loop offset actually work for my animation? It just restarts at the first frame seemingingly ignoring the offset

fierce bane
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@wispy thorn that is normal, I'm fairly certain it's just expected to be mirrored...still a bit weird to have the 45/135 left/right but not a left...

median bobcat
#

how do i get my particles to appear over my avatar no mater which direction you look at it from

#

im trying to get a fox shine going lol

stark trail
#

stenciling

fierce bane
#

making it transparent is likely to make shaders act a bit weird in certain worlds

wispy thorn
#

@fierce bane yeah it just mirrors, I didn't expect it but I think I understand why kind of

median bobcat
#

is there a simple code to put in for that or is it super complex

#

i was trying to learn how to code it but i cant figure it out

muted lance
#

I wanna make it so when I click a drawer in my world, it slides open, then when you click again it closes.

#

Anyone know how I can do that?

hexed copper
#

If I want to force a T-Pose during a particular animation, is there an easy way to do that? Disable the main animator controller or something?

thick crypt
#

Hey is it possible at all to change the view position in the VRC_AvatarDescriptor via an animation?

#

Like say you want to make your avatar change size

maiden mauve
#

anyone mind helping me out

sick loom
#

specify what you need help with

maiden mauve
#

i have the model in unity with all the textures on and its t posing and i dont know how to get it to walk

sick loom
#

you mean in vrchat or unity?

maiden mauve
#

in unity

sick loom
#

why would you need that may I ask?

maiden mauve
#

im porting 3d models from dark souls to vrchat and i need to put a walk animation on the model and i dont know how

sick loom
#

just use the animator override that vrchat has

#

it has the default vrchat animations

#

vrchat handles animations for you

maiden mauve
#

so if i just want it to walk normally and not float around doing a t pose what do i do

sick loom
#

you can change the animation files but oyu cant add more than vrchat supports

#

make it humaniod

maiden mauve
#

how do i do that im extremely new

sick loom
#

what file format is the model you imported?

maiden mauve
#

rar?

fierce bane
#

that's not a model format, that's an archive

#

extract it first

maiden mauve
#

ive done that

sick loom
#

bruh

#

what file format is the MESH

#

the 3d thingy

maiden mauve
#

i literally downloaded unity 3 days ago

#

root hips?

sick loom
#

BRUH

#

that .rar file had files inside of it right?

maiden mauve
#

yes

sick loom
#

what were the file formats inside of it

maiden mauve
#

im going to sound retarded but i have no idea

sick loom
#

how. Just read the file extensions

fierce bane
#

go to the assets window, right click on the model file and hit "open in explorer"

#

what is the .<something> of that file

sick loom
#

I dont think he knows what the model file is

maiden mauve
#

i can send a screenshot

sick loom
#

yeah do that

#

post a picture of the rar file

#

I swear to god if its a picture of your monitor taken with a phone I am gonna loose it

maiden mauve
fierce bane
#

open the "assets" folder

maiden mauve
#

ok

sick loom
#

thats not the rar file....

maiden mauve
#

i did what he said i clicked open in explorer

fierce bane
#

you didn't click on the model file before doing that though, so it just oppened the top most level

sick loom
#

@fierce bane I appreciate ya man but its kinda dificult if you just tell him a different method while I am telling him something else

#

@maiden mauve please post a picture of the .rar file opened

fierce bane
#

alright, you do it your way, I'll back off and let you help them

sick loom
#

I didnt mean to sound rude.

maiden mauve
sick loom
#

I am sorry. Its just difficult when two people are telling him how to do the same ting differently

maiden mauve
#

that the right file?

sick loom
#

yeah. Turn on file extensions. Go to view/ details

#

and post a picture again

#

oh yeah and I also suggest reading the server rules before you spam more channels with the same question

maiden mauve
#

sorry about the spam i was a bit desperate

sick loom
#

thats the same picutre

maiden mauve
#

i turned extensions on

sick loom
#

oh yeah. you didnt do what I told you to do but sure that works too

#

well its an fbx so thats good

#

is this VRC ready or no?

clear yew
#

it's not

#

look at the picture

#

he doesnt have a basic humanoid rig

#

he got those fucked rigs with a lot of bones

fierce bane
#

it's probably set as generic instead of humanoid

clear yew
#

that too

fierce bane
#

or not mapped correctly

clear yew
#

and he'll have to find the right bones for it

sick loom
#

oh yeah I didnt look at the hirearchy

#

yeah you need to take it to blender and use cats on it

#

that would be the easiest way of converting it

clear yew
#

he can probably use it

#

he just need to specify the proper bones

fierce bane
#

it'll probably work fine...but it'll be a bit confusing with bone names

#

@maiden mauve select the model in your assets (taurur demon file), click the "rig" tab in the inspector, and make sure it's set as humanoid

clear yew
maiden mauve
clear yew
#

click apply

fierce bane
#

hit apply, then click configure

sick loom
#

once its humaniod, click configure and map the rig

#

be sure to not have upper chest mapped. leave it empty

maiden mauve
#

clicked configure and a save as thing came up so im just gonna save it as number 2

sick loom
#

yeah save it

maiden mauve
sick loom
#

its mapped fine

#

surprisingly

clear yew
#

it's not

sick loom
#

should work just fine

clear yew
#

it's missing the neck

maiden mauve
#

if it will still work with no neck i dont mind

clear yew
#

it will not work without a neck

fierce bane
#

not properly no

clear yew
#

find the neck in the hierarchy

#

the left tab

#

scroll down

maiden mauve
#

ok

clear yew
#

find the head

#

and the neck should be the parent bone

sick loom
#

dude I should just leave I am clearly not helping vrcXiexeBlush

#

I will leave you to more experienced people

maiden mauve
#

ill take as much help as i can get

clear yew
#

everyone is always forgetting about the damn neck

fierce bane
#

the hip is also SUPER low, rebind the "Hips" on the body to "Pelvis" just drag and drop "pelvis" from the left, to "hips" slot on the right

#

yeah, some models just don't have it from other games, and when new you don't exactly know to fix it

maiden mauve
#

hold on i need to do the neck still

#

head neck lower, head neck upper which one

clear yew
#

the one that got the head bone as a child bone

maiden mauve
#

i dont know what that means

clear yew
#

I just noticed that every toe is actually rigged.

#

You have a head bone, right?

maiden mauve
#

the person that did it spent ages on it i think

#

head bone?

#

let me check

clear yew
#

yes

#

on the left tab

maiden mauve
#

head jaw is the only thing i can see

clear yew
#

show a screenshot please

maiden mauve
clear yew
#

okay

#

so first

#

click on headjaw on the right tab

#

and delete it

#

or you'll have your mouth constantly open

maiden mauve
#

i dont mind it usually has its mouth open in the game

clear yew
#

alright then

#

from what I see, I can only guess that head neck lower is the actual neck

#

and head neck upper is the actual head

fierce bane
#

scroll down on the left list until you see "head neck lower"

maiden mauve
#

i have that

fierce bane
#

put it in the center of the screen and screenshot

#

oh...my bad skip that

maiden mauve
#

head neck lower is therw

fierce bane
#

put "head neck lower" as the neck, and "head neck upper" as the head

maiden mauve
#

there

fierce bane
#

that...should work

clear yew
#

yeah

#

we can control that

maiden mauve
#

how

clear yew
#

can you collaspe the arm right shoulder 1

#

and same for arm left shoulder 1

maiden mauve
#

i have no idea how to do any of this

#

sorry

clear yew
#

press the arrow pointing down that's on the left side of "arm right shoulder 1"

#

and "arm left shoulder 1"

#

just to have more space

#

do the same for leg left thigh and leg right thigh

#

so we can see the main bone line

maiden mauve
#

done

clear yew
#

screenshot again

#

we should see more bones

#

and properly this time

maiden mauve
clear yew
#

yeah

maiden mauve
#

alright

clear yew
#

the head bone is actually called Head Neck Upper

#

which is very weird but why not I guess.

maiden mauve
#

im pretty sure the person that made the models doesn't speak English

#

so what do i do with head neck upper?

fierce bane
#

drag and drop "head neck upper" into the "head" slot on the right

#

and the same for lower onto the neck slot

maiden mauve
clear yew
#

enforce t-pose I guess

maiden mauve
#

how do i do that

fierce bane
#

I...wouldn't really suggest it on that one

#

the head will be in a weird position, but the character should work without it

clear yew
#

I'm sure it's going to be fine

maiden mauve
#

i havent clicked apply yet, have i done the right thing, should i click apply?

fierce bane
#

go back to the body section

maiden mauve
#

ok

fierce bane
#

move pelvis into the hips slot

maiden mauve
fierce bane
#

close the legs like you did with the arms before so we can check the body just to make sure

maiden mauve
clear yew
#

spine upper is the actual chest

#

so that's fine

maiden mauve
#

nice

#

okay im going to click apply now

#

what next?

#

do i need to put a walk animation on it?

clear yew
#

let's test if it works before

maiden mauve
#

okay how to i test?

clear yew
#

click on "CustomOverrideEmpty" and press ctrl + D to duplicate it

maiden mauve
#

i dont see that on my screen

clear yew
maiden mauve
fierce bane
#

click done on the right

maiden mauve
clear yew
#

press done like himeki said before continuing

craggy sage
#

would anyone know how to make a tail wag on a gesture?

maiden mauve
#

i clicked done

clear yew
#

drag and drop the copy that you made of that Custom override into the asset folder

maiden mauve
clear yew
#

yes

#

select your model now

#

and take a screenshot of the "inspector" tab so we can see what's on it

maiden mauve
clear yew
#

before going further than this

#

press the play button at the top

#

then press "Scene"

#

so we can have the normal view

maiden mauve
#

ok

#

done

clear yew
#

this is just to see if the humanoid rig is working

#

while in play mode

#

drag and drop that custom override into the "controller" setting in the Animator component

fierce bane
#

@craggy sage enable an animator on the tail root that animates the lower bones
You'll need an animation that has the "behavior" toggle accessible already since you cannot access it normally (there are ways to do it, but confusing to explain and easier to just give you one)
Use this as the basis for your gesture, you'll need to edit the path to match that of your avatar. It should be similar to Armature/hips/tail root (named based on your avatar though)

maiden mauve
#

there is no animator component anymore

clear yew
#

?

craggy sage
#

tyvm

maiden mauve
#

i cant see it, i might just be blind though

clear yew
#

select your root model

#

not the mesh

#

click on Taurur demon

#

that's the root

maiden mauve
#

looks good

#

is there any way to make the weapon appear and disappear when i click shift and then one of the f keys? or will that take too long

clear yew
#

the weapon is always present

#

so that will require some other modifications

maiden mauve
#

alright thats fine

clear yew
#

probably in blender

maiden mauve
#

ill keep it like that

#

its fine

clear yew
#

so i'm just going to walk you through the upload

#

then it's bed time for me

maiden mauve
#

same

clear yew
#

press the play button on the top

maiden mauve
#

i did that

clear yew
#

select your model

#

be sure to select the root model

#

so Taurur demon

#

on the right side

#

press Add component

maiden mauve
#

okay

clear yew
#

write descriptor

#

add the VRC_Avatar Descriptor

maiden mauve
clear yew
#

add your custom override in the "Custom Standing Anims" and "custom sitting anims"

#

you see view position ? you need to adjust that too

maiden mauve
#

how?

clear yew
#

that's basically your "eyes"

#

by change the numbers

#

if you zoom a bit on your model

maiden mauve
#

what do you recommend i change it to

clear yew
#

you'll see a white sphere

#

looks like this

maiden mauve
clear yew
#

maybe, you'll se in-game

#

don't be in playmode while you adjust the descriptor btw

maiden mauve
#

also i cant find the ball thing

clear yew
#

put 0 in the Y

#

and it should be at the ground

maiden mauve
#

i looked everywhere i cant find it

clear yew
#

you don't have a descriptor

maiden mauve
#

ah

#

ok

#

how do i put one on

clear yew
#

I've explained before

#

add component

#

write descriptor

#

and add the vrc descriptor

maiden mauve
#

okay got that

#

found the ball

#

how do i move it

fierce bane
#

"view point" settings

#

you have to edit the numbers

maiden mauve
#

how do i make it so its on the head

clear yew
#

you adjust the y number

#

and the z number for the depth

#

you want the ball to be as close as possible between the eyes

maiden mauve
#

i dont know the numbers for it though

clear yew
#

experiment with it

#

it's different for each model

#

move it little by little until it's on the right spot

maiden mauve
#

ok

clear yew
#

with that said

#

good night

maiden mauve
#

how do i make it go forward?

clear yew
#

Z axis

near meadow
#

is there a way to correct a tiny avatar's sit height with the animation, or does vrchat just grab the pelvis and force it around regardless?

#

it's one of those things that's annoyingly difficult to google

oblique hawk
#

IBSAIP

is it possible to make user camera follow's dancing emote ?

i mean our own FP client camera when it's used to
react on user movement,
so when user click on some emote,
that head user cam will follow's players emote-dancing movement.

raven geode
near meadow
#

I have my own solution that won't work without a certain plugin, google "unity how to fix bicycle pose"

#

I'd just link you somewhere but I'm at work

raven geode
#

thats enough

near meadow
#

ye

craggy sage
#

so how would i make my tail animate? like wag on a gesture?

#

when i try to make an animation to enable the animator it turns yellow and says its missing?

fierce bane
#

@raven geode always animate on a duplicate to prevent that, check the second pinned message in this channel for steps to fix a current model stuck like that

#

@near meadow set up a separate custom override and set the "Idle" animation as the sitting pose you want in a chair.
Place that CO into your "custom sitting animations" on the descriptor.
Be aware it's based on the model's origin point, NOT the hip bone for chairs

craggy sage
#

@fierce bane maybe im doing it wrong but i cant get it to work

fierce bane
#

@craggy sage can you show me your setup and gesture animation?

near meadow
#

ahhh, i see. thank you again, himeki, you're a lifesaver lol

craggy sage
#

sure

fierce bane
#

@craggy sage if you enable the animator and enter play mode, does it work in Unity?

#

If so, did you fix the path in the behavior animation for your avatar?
It should be Armature/Hips/Tail Root space included, and the animation should be assigned to the gesture you want in your custom override, and that should be in the Standing animations in your descriptor.

craggy sage
#

yeah, it works in unity but ingame it moves the entire body

fierce bane
#

it moves the entire body? like the whole avatar sways around?

craggy sage
#

yeah

fierce bane
#

can you show me the gesture animation?

craggy sage
fierce bane
#

other than this the avatar works normally correct?

craggy sage
#

yes

fierce bane
#

do you have anything attached under the tail root? Dynamic bones or something?

craggy sage
#

the tail has dynamic but that script is on the armature

fierce bane
#

where is it pointed for the root?

craggy sage
#

pointed?

fierce bane
#

what does the dynamic bone have for the root

craggy sage
#

tail root

fierce bane
#

try disabling the dynamic bone temporarily and testing in play mode

craggy sage
#

okay

#

no change, but when i hit play, the animator object disables

fierce bane
#

try just clicking play on the animator while in play mode

craggy sage
#

thats in play mode

fierce bane
#

it's probably complaining because it is trying to rotate itself honestly

#

unity's picky with it sometimes

#

*rotate itself instead of a child

craggy sage
#

lemme try putting the controller at the hips

#

ok its working from the hips, and working, imma try it ingame

#

i think its working O.O

#

IT WORKS!

#

thank you so very much πŸ˜„

median bobcat
#

what do i do if in game my avatar isnt standing still while idle

livid berry
#

Good morning! Would anyone be able to explain how to make a sound play when a submitter goes off? Or is that not possible?

median bobcat
#

do you need to have finger bones to trigger animations

gaunt comet
#

@covert patio thank you for your response, i realised i dont have enough hours to upload anything, but i saved your response for when i do

sick loom
#

@median bobcat yes. They dont need to be weighted to anything tho

muted lance
#

Does anyone know how I can put music on my emotes 1 through 7, and have the 8th one turn the music off?

#

But you can still move your avatar and everyhtin.

covert patio
#

sorry l8 but ur welcome! u'll get there soon!

#

u could have it that like those gestures are under a specific game object thats normally on, but the f-8 one disables that gameobject, therefore disablign the musics perhaps?

#

Oh on emotes. u'll prob want an emote toggle system

#

xiexe has one! called xiexe inventory. one of its options is a toggle all off so u can turn off all toggles

muted lance
#

@covert patio Could you link me it, please?

covert patio
muted lance
#

thonk

covert patio
#

Welc!!

clear yew
#

is there anyone who can explain to me piece by piece how particle trigger animation works? i'm trying to figure out the "lego pieces" of these systems so i can adapt, modify, refine etc... for example i understand how to use particle triggers, i understand how to do individually isolated enable and disable toggles, as well as cycling behaviours pausing if wanting a slot machine inventory, but i am having a lot of troubles making particles affect animations, and toggle things or activate sounds

clear yew
#

Honestly youtube will be your best friend if you're looking for lego pieces. I personally suggest that.

#

doesn't help

#

they're just setup tutorials for prefabs

grim shard
#

So I am trying to make a meme animation, I have a SHIT TON of models I want to appear and disappear during certain parts of the song. Isnt this what It should look like? Keyframe when I want it to appear and 2nd keyframe when I want it to disappear? uploaded to VRC Nothing appears but the song plays fine. I took the other models and just threw them on the armature of the main model and hid them like as if I wanted a weapon to appear, would assume it is the same process but with weapons you just want it to static appear and only disappear when you let go of the gesture where as I want these to appear only for like 2 secs during a song lyric mid animation and I don't see tutorials for that

fierce bane
#

@grim shard What you're doing is generally correct, if it's for an emote it should work up to 40(?) seconds.
If you don't need them to move, but just to spawn in I'd set them up as OBJ files instead of FBX and remove the bones to save on performance of all those models.

If it's for a gesture: Parent all of your armatures under a single empty game object, put an animator on that, and enable that object with your gesture to start the animation.
This object should have the animation you want it to actually play (appearing and disappearing models), and should probably also have the audio enable on it as well for proper timing.
A gesture needs to be only 1 frame long. (keyframes on 0:00 and 0:01 to mark start/end)
Gestures are slowed down by about 4x(?), so yours probably works, but far longer than you expect for it to appear.

spring seal
#

does anyone know a place the newer mmd dances come from? prolly deviantart but is there a collection of them like Shadow's Dance Packs were?

#

@ me if you do

gray spoke
#

I recently found a different idle animation for when your character goes prone, so that instead of me laying down on the floor I look like I'm properly sitting.
However, I've run into an issue, which is that my camera is inside my avatar when I sit (prone in the game) - is there a way to slightly move my model behind when I lay down? I went into the animation and messed with the position so that my avatar would move 0.32 units back. It didn't seem to fix the issue, since when I went back to the game my avatar went back 0.32 (as I expected) but then got sent back to 0.0.0, therefore my viewpoint was again inside my avatar. Any help?

#

I messed with the position by using the one in green. It moved in the preview, but did not work in-game. Perhaps I have to move the armature itself? Or the body?

gray spoke
#

Any help is appreciated! Please @ me

fierce bane
#

@gray spoke You need to have it adjust the root position in the animator, instead of position in transform

#

Humanoids MUST use animator settings instead of transform as they're already being animated.
Same reason you can't just rotate an arm bone to move it, you have to use the animator value

gray spoke
#

Thanks for the help!

#

it's Root T right?

fierce bane
#

should be, yes

gray spoke
#

gonna upload it now and check

clear yew
#

How would I import an animation into unity for an existing (not mine, but a free) model?

#

It's already rigged and everything.

gray spoke
#

where is the animation from?

wispy thorn
#

The way I did is:

  1. have a model in unity already that's usable in VRChat
  2. make animations in blender for the model
  3. import the model with animations and apply the same rig as the usable model
  4. apply the custom animations through override
#

That is assuming you want to apply a custom animation and not pre-made one

clear yew
#

It's from deviant art, but they made it in MDD

#

I'm just trying to have a model dance to music is all.

#

it could be constantly going or not, either way it'll be triggered "visible" when someone presses a secret button.

gray spoke
#

so a .vmd to .anim?

clear yew
#

I think. I don't know much about this ^^'

gray spoke
#

me neither

clear yew
#

I'll try it out

#

If it doesnt work I'll try the most blunt and possibly stupid way I can.

gray spoke
#

Β―_(ツ)_/Β―

#

Good luck, just make sure to backup every now and then

clear yew
#

Actually thank you for reminding me. I would've lost so much work on this world

#

I haven't saved in 8 hours πŸ‘€

gray spoke
#

yeah be careful xD

#

i remember losing my entire project after forgetting to switch the model and opening the project file without the model added, therefore losing it all and having to readd dynamic bones, everything

wispy thorn
#

that looks a bit excessive

gray spoke
#

safety is number wan priority

wispy thorn
#

I mean like

#

I only backup if I take a very long time on something because something is actually difficult

#

I don't mind losing something that could be done again in 20-30mins πŸ€”

clear yew
#

Welp, the video nor the stupid way helped

#

frick.

#

If anyone could help, let me know.

gray spoke
#

Same case here... my camera is still in my body when sitting (as a prone idle animation)

#

Even moving my body using Root T in the animation does not fix it

#

So I kinda have to work around the animation (?)

loud nebula
#

How do i make a animation were i hold like a YouTube video in my hand like it is a vid

clear yew
#

I have a question about facial expression and animations for a 4 legged character

#

Hello

#

Lmao

wide warren
#

Ask the question, if someone knows then they will respond :P

drowsy bay
#

I want to make a shader be active on a hand gesture, how do I do this?

gray spoke
#

I think you could just toggle the material through an animation that is executed using a hand gesture

#

Basically you have the shader on at all times - but it's invisible until you do the gesture.

near brook
#

is it for a model?

#

do u want the model to become visible or just a certain part

drowsy bay
#

A model to become invisible

gray spoke
#

You can make the gesture disable the material that your model has - or convert it to an invisible one (such as Additive)

near brook
#

just make the body unactive

gray spoke
#

that works too

#

you can also use Xiexie's inventory system

#

which does it through an emote

near brook
#

how would it be possible to change a material with an animation
from one to another

gray spoke
#

something like this

drowsy bay
#

New problem

#

How do I start a new animatiom

#

I have these old ones still inside the animation tab I want to kinda get rid of

gray spoke
#

wdym start a new animation?

drowsy bay
#

Yeah

gray spoke
#

as in... right click the empty spot, Create and click on Animation?

drowsy bay
#

Alright

#

Still new to this

gray spoke
#

its ok

drowsy bay
#

Nope

#

not working

#

It wont allow me to create a new animation

#

Oh wait

#

found it

#

Ok so

#

I am using Poiyomis

#

I want the shader to shade and then stay invisible

#

How do I do this?

#

Is it a continuous speed?

gray spoke
#

wdym?

#

shade and then stay invisible?

#

mean you want the animation to make your shader go away?

#

gestures can only be 1 frame

spark vigil
clear yew
#

I have a question about blinking and talking animations for characters

clear yew
#

anyone

#

help

#

Never mind

sick loom
#

Ask your question instead of saying you have a question

floral imp
#

you animate the sounds to be on in the animation and add the custom animation like any other animation.

#

???

#

the animation window

fierce bane
#

@near brook disabling the body can cause it to desync, it's a lot more reliable to use a material swap to a non-rendering shader.

#

@drowsy bay ⬆️ and here's an invisible shader...it just skips over rendering but is otherwise barebones.
You'll find it under Meki/invis

#

@drowsy bay And for the new animations, you're probably animating without duplicating.
Animations are bound to an animation controller by default, you should right click->duplicate whenever you animate to avoid breaking your model

clear yew
#

Hi! how would I import an animation into unity for an existing (not mine, but a free) model?
It's already rigged and everything.
t's from deviant art, but they made it in MDD
I'm just trying to have a model dance to music is all.
it could be constantly going or not, either way it'll be triggered "visible" when someone presses a secret button.

fierce bane
#

@clear yew you can export animations baked into a model from blender, just make sure it's set in the export options

clear yew
#

How would I import the animation? When I tried the MMD tools it wont work with the model

fierce bane
#

are you importing a full humanoid body for it? it's likely missing bones if it doesn't work

#

you can separate the animation in Unity, it's not bound to it

clear yew
#

I am, and I already tried mixamo to rig it before (when I didn't know it was rigged) and it refused since it had the bones already

fierce bane
#

get an mmd model with a full rig, use that to export the animation

near brook
#

about that material change thing i tried it and it didnt work

#

works in unity not vrchat

stark trail
#

yellow outline means that the thing being modified by the keyframing doesn't exist @near brook

near brook
#

ok

#

thanks

fierce bane
#

@near brook also of note, you won't see the change in mirror/camera, but other people will

gray spoke
#

I am aware of a keyframing issue regarding dynamic bones being placed on Humanoid Bones (such as Head, Chest, Hips, etc.), which basically messes up some of the Root.T keyframing

Do Dynamic Bone Colliders also cause the bug?

median bobcat
#

what do i do if the audio for my animations are too low

gray spoke
#

Go on Audacity and increase the sound gain - or I think you can increase the general gain on an audio source, under it there's a small VRC tab that allows you to mess with it. Not sure if it works

clear yew
#

Well I've given up for now. I might take a crack some other time.

kindred trout
#

why I cannot see my own animation but my friend is able to

fierce bane
#

@kindred trout is it a child of the head?

kindred trout
#

yes

fierce bane
#

that would be why

#

the head bone is shrunk down to 0 scale locally to prevent you from seeing the back of your own face

#

if you want something on the head that you can see, you should set up a fixed/rigid pairing, with the fixed outside the armature (and the particle a child of that), and the rigid in the head

kindred trout
#

thank you very much!

azure ivy
#

How to does animation on desktop? If posible

clear yew
#

If you're asking how to use animations on a avatar on desktop, shift + f(1-8)

azure ivy
#

In game

#

I try

clear yew
#

for example, shft+F1 will activate an animation if the avatar has one.

azure ivy
#

Hm. I went to a world where they had avitars that had animations I picked one up and it won't do it :(

#

Oh wait

#

I figure it out

#

Thank you!

clear yew
#

You're welcome! (:

clear yew
#

Does anyone know if you do the blinking/lip sync animations in unity or blender

#

Hope it's in unity because I've done so much that I don't wanna have to start over

dim olive
#

You do it with shapekeys in blender, I already answered this to you yesterday

clear yew
#

Ok

gray spoke
#

You need to create an eye tracking with Blender Cats if you want blinking

#

For lip sync animations, you should use the Blender one in CATS, but you can get by using regular shapekeys.

gray spoke
#

I'm having a problem with Animator.Root T.y, in an animation my character. It's in the emotes tab, of course.
The animation is a dance emote (HAVE A NICE DAY by World Order) but it seems that on one part in which my character bends forward (nothing inappropriate, dw) my body floats. This is due to the hip movement in that part of the dance affecting the whole body.

So to negate this I use Animator.Root T.y while it is doing that so I don't start mysteriously floating. However, even if I mess with the Animator.Root T.y, my character will still float... any fix?

clear yew
#

http://prntscr.com/qyr17y added hand gestures with facial expressions, and ive never seen them glitch before. like it is a constant tweeking with every gesture I made. D: help

Lightshot

Captured with Lightshot

#

nvmmm

river hill
#

I still can't seem to get World particles to track my avatar correctly, they seem to follow the phantom positions of where my armature would be were i in desktop mode.
Does anybody have experience with this?

fierce bane
#

@river hill you need to use either the VRC_IKFollower (which has to be a direct child of head/wrists, and any particle under that)
Or a rigid body on the part you want it to follow, and a fixed joint outside the armature with the particle under that instead

river hill
#

I have tried both methods, this has been the result using both and neither collectively.

#

The rigid body method functions correctly in certain worlds,

fierce bane
#

is the rigid on the followed part set with all constraints active, kinematic and gravity unchecked?

#

rigids tend to not work correctly in combat worlds, don't test in those

river hill
#

the IK follower method positions the particle strangely, despite following the positioning rules.

fierce bane
#

use an IK follower->empty object (both at 0,0,0 position/rotation), then the particles positioned how you want under those

river hill
#

Both seem to lock the position correctly to the armature in all worlds, however, as i said, it locks them to where the armature would be in a desktop animation

#

Yes

#

I currently have it set up for the IK follower method, exactly as the documentation says to.

fierce bane
#

the only reason I can think of is the constraints not being checked, so it doesn't anchor to local space

#

screenshots should help

river hill
#

o7

fierce bane
#

it sounds like you have it set right, but could be missing something small, or position wise

river hill
#

taking larger window SC

#

sec

#

There

#

With both highlighted you can see that i have both 000

#

on both objects

#

and 1 across scale

#

VRCIK

fierce bane
#

Try moving the left elbow to the top of the arm hierarchy, I think there was something related to it not be the first child that caused issues

river hill
#

Is here

#

That breaks chunks of my body sadly

fierce bane
#

it's just reordering the list, not reparenting

river hill
#

alright, i'll give it a try

#

Like so?

fierce bane
#

yes

river hill
#

i'll jump into vr quickly and see if that made a change

river hill
#

no difference

#

😦

fierce bane
#

@river hill so you're seeing particles placed where they would be for desktop mode...as if arm was by your side pointing downwards even with that setup?

river hill
#

yes

fierce bane
#

when is this particle active? and can you screenshot the top section?

river hill
#

Top section of the particle editor?

fierce bane
#

yes

river hill
#

The particle is activated on gesture,

#

it does activate correctly with the gesture.

#

(Thankyou so much for taking the time to help me problem solve, i've been at this for days)

fierce bane
#

is it a fired projectile, a blade attached to the hand, a trail behind something, other?

river hill
#

a series of rapid moving particles with short life spans.

#

spawned in a cube volume

fierce bane
#

I'd set the emitter velocity to rigid instead of transform...that might actually be related to the issue

river hill
#

I'll give it a test.

fierce bane
#

you're not on quest right? just to check

river hill
#

Vive pro

fierce bane
#

as long as it's not quest it should be fine, quest is just heavily limited

river hill
#

Oh yeah i'm aware, it makes me wonder why they released it honestly. It works for an entry level feel, but it's FAR too low power for any real addictive hook.

#

(For me anyway)

fierce bane
#

it does offer people a far cheaper way into vr though, which may bring more people to want to see more...I still don't like it though

#

as long as normal users don't get screwed over by the lower power system I don't mind

river hill
#

still no change on the IK follower, I'm too tired to try the rigid body again tonight. I can barely sit upright. Thanks so much for the help again.

#

❀️

#

i'll try again in the morning,

fierce bane
#

I can't think of what would be causing it honestly...get some sleep and good luck

river hill
#

It may be my animation controller,

#

but i'm going to sleep before i break something

#

XD

fierce bane
#

avatar controller is overridden by VRC when you upload (unless it's generic instead of humanoid which won't work with ik follower anyway)

rugged solstice
#

Ok so I'm thinking about adding lightsaber to my avatar but I dont know where to start as I never done animation before. Can anyone go through the sweat, blood, and tears to teach me. Or perhaps do it for me?

wispy thorn
#

If you want it only to glow and such, that is more a particles thing #avatars-2-general would probably be the right place to ask, idk if here can help you

rugged solstice
#

Ok ty

fierce bane
#

@rugged solstice If you have a model and you only want it to glow, that's just a shader on the blade
If you want it to give off light, you'd just add a point light near the center and adjust it to spread enough light (don't use more than one...lights are very demanding)

median bobcat
#

if i have a big animation how do i hide my model because i have another one in the animation that i want to use instead of the main one

#

do i hide the body

gray spoke
#

I'm having an issue with an animation.
In one part of this 'dance' my character kind of bends down, which is by rotating the hip bone. However, this rotates the entire avatar, and therefore it ends up slightly floating. So I use Root.T.y in the animator and decrease its value when I bend down so as to pull me closer to the ground and prevent the 'floating' from happening. The animation looks fine when previewing (Unity) but in VRchat I still float... does anyone know how to fix this?

median bobcat
#

does anyone know how to make an avatar multiply in an animation

paper wedge
#

helo

rocky pier
#

question

#

why is the quality downgrading in playmode or in vrc

#

or idk whats going on

gray spoke
#

that's weird

#

it's compressed

#

not sure what that is in the picture, but if it's a texture, try decreasing the picture dimensions (but still keep the aspect ratio the same, for example a 4096x4096 to 1024x1024)

clear yew
#

hey is it possible to setup a camera render texture everyone can see and not just black box?

river hill
#

Not on avatars sadly

#

local or nothing.

clear yew
#

damn thought so

#

thanks for the reply tho ^^

river hill
#

Anytime πŸ™‚

rocky pier
#

@gray spoke nope

gray spoke
#

yikes

river hill
#

Does anyone know offhand what the 0,0,0 Position and rotation rule for Ik follower applies to? Do they mean it needs to be Zeroed to world, avatar root or local to the armature?

frozen silo
#

Any ideas what is causing my anim keyframes to snap back like i didnt change a thing? Just trying to move fingers a little but everything snaps back soon as im not highlighting those keyframes anymore? What should take 5mins is taking all day wth. Also the Muscle editor wont see my model as humanoid so im doing it from scratch.

river hill
#

(Hi shai hahahaha)

frozen silo
#

hehe Haii, still cant get this to not snap back

fierce bane
#

@river hill in the transform of the IK follower (and an empty child of it), just set it to 0,0,0 (technically speaking it's compared to the local parent)

#

@frozen silo you cannot rotate humanoid bones directly, use the animator components for stretch/spread

frozen silo
#

Animator components stretch/spread, where? So we cant make custom gestures anymore? Thank you! @fierce bane

fierce bane
#

yes you can

#

you just can't rotate/position them manually, you have to use muscle controls like always

#

go into the animation window, click "add component" and then drop down the animator, find finger stretch or spread

frozen silo
#

ohhhhh, this look promising, THANK YOU!
Wish my muslce editor would work to make this easier =/ guess im doing joint by joint. No matter how many times I try to set generic and back to humanoid, its not picking up the model. Thank you thoo, Its been a looooong time since I did this lol

fierce bane
#

@rocky pier select the texture in unity, set it to highest quality compression and 4k...be aware when you hit apply it'll take a while. You should also uncheck mipmaps while you're at it. Not a good idea for particles.

rocky pier
#

its already a 4k texture

#

rip

#

xD

#

quality go down in playmode

near brook
#

anyone know where to go to get vmd files for dances?

fierce bane
#

I'm saying SET it to 4k in the texture file, not make it a 4k

#

and to set it to high quality compression instead of the default

rocky pier
#

already is

fierce bane
#

did you disable mipmaps for it as well?

rocky pier
#

how ? xD

fierce bane
#

it's in the texture settings

rocky pier
fierce bane
#

it's off yes, "Generate mip maps"
hmm...

rocky pier
#

yep

#

look

#

not in playmode is fine

#

i might have found

frozen silo
#

Soo I have a 1911 thats animated to have the slide/hammer to go back n forth for shooting, also trying to have it setup to work in pvp worlds (also almost done creating one)
I made a particle system for muzzle flash/smoke/bullet/trail. But im having trouble getting that to show up in the anim tab, maybe im not activating the right things to get it to play?
Also every vid I can find is out of date or lacking parts or something, any insight would be amazing!

gray spoke
#

@frozen silo First of all, are you gonna make the bullets, etc. world particles?

#

If they are already world particles (using the Rigidbody method) I usually put a GameObject as a Child of the Rigidbody, and the Particle System as a Child of the GameObject. I leave the particle system on, but the gameobject above it off. Then the gesture should toggle the gameobject that has the particle system in it. It should fix most issues.

kindred trout
#

why nothing shows up when I am using a sub-emitter

frozen silo
#

Hmm, 1st off, thank you for replying! πŸ™πŸ½ @gray spoke
2nd, Dont particles HAVE to be set to "world" for others to see?
3rd, I heard the rigidbody method breaks in worlds with the Combat System? So I was trying IKfollower way. Kinda getting lost bc its been years since Ive done anims, and they keep changing how to do it. This is what I have, if it helps. Im prolly about to crash for the night, will def need assistance tomorrow if at all possible.

#

@kindred trout On the main particle, try setting Dampen, Lifetime Loss and Max kill speed to 1, and see if that helps. got mine working at least (different project)

#

maybe send collision messges too to see? Change Planes to world usually, I think.

#

all of that in Collision tab

gray spoke
#

I don't know how much everything has changed since I last messed with world particles, I usually don't toggle the particle system directly, instead I toggle the parent of it (like I mentioned earlier, a gameobject), since for some reason (in the Rigidbody method, at least) toggling particles directly tends to cause issues.

#

And yes, I believe they have to be set to World

#

Not all worlds are compatible with rigidbodies sadly

#

this is how I do it (in my case)

#

(ignore the rigidbody stuff, im sure this'll work with IKFollower)

frozen silo
#

I tried something similar real quick but still isnt working, ima try again tomorrow after work. I really appreciate any help I can get >.< I did however find a bug in general.. How to explain,, In my world, Im using the combat system, when picking up weapons via "grip", its different for pc and vr, Ive been testing my map in pc mode so i set the orientation up for that(thinking it would be the same orientation for vr, its not. They differ by 90degs. Desktop its correct bc i was testing on that but when I just got in VR to test my anim,(went to my world just cus) the weapons face up instead of forward like for pc people.. Dunno where/who to tell that to.

#

sry not part of Combat System, Part of the Pickup script, grip orientation seems off by 90deg.

gray spoke
#

Β―_(ツ)_/Β―

#

Best of luck man

frozen silo
#

Still dont play the particles, May I ask the Duration of your particle, First number when you click a particle system? Thought maybe I had too short, .1 but i tried 1 as well with no change, off to work >.<

clear yew
#

what's the issue ?

frozen silo
#

This is turning the objects on(in unity( but the particle system doesnt play with it?

clear yew
#

do you enable/disable the particle system itself ?

frozen silo
#

I thought I tried that yesterday to no avail but maybe I did it improperly.

clear yew
#

you should leave the particle system as active all the time when you pull out your gun

#

and only enable/disable the emission module

#

you can set a burst emission