#animation

1 messages · Page 123 of 1

rapid wharf
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this is the most annoying thing in existence I can't even

rapid wharf
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@fierce bane I decided tp do something stupid

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restarting from the beginning, but this time my avatar is scale 1

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I scaled it in blender instead of unity

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hopefully that fixed the issue

cold pulsar
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The vrc IK follower does not take scaling or rotation into account, unless the main avatar game object and armature are 0,0,0 rotation and 1,1,1 scale it will not work.

rapid wharf
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I decided I am not gonna use that anyways

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it breaks if you sit down

cold pulsar
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That is something else that is breaking, the IK follower doesnt care

rapid wharf
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I googled it and someone said that is a known issue with the IK follower?

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11 months ago
IK Follower objects are unparented from your avatar. That's why they remain active even if their parents are disabled.

When you sit down or stand up, your Animator "rebinds" itself and loses the references to the IK Follower objects and everything inside. It's already been reported on canny but ignored so far.

cold pulsar
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"11 months ago"

rapid wharf
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I didn't get any different results when i sat down?

cold pulsar
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I use VRC IK Follower on most of my avatars, sitting is fine

rapid wharf
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when you stand up you can activate them again?

cold pulsar
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What do you mean "activate" you cant turn them off

rapid wharf
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I cant turn it on

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it works (well not correctly it is too high but I know the reason) but I can use the gesture but when I sit down I can't use it anymore and when I stand back up I still cant use it

cold pulsar
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Ah I think I understand what you mean, animating things under it is bizarre as the animator should be referencing its original spot, not the new spot the script places it

rapid wharf
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ahh

cold pulsar
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You could try animating the spot it will be placed?

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Going to be honest you should try to avoid sitting in VRC, its a horrible system and usually breaks a lot of things

rapid wharf
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Yeah I dont often, I just sat because I was wondering if that problem was a thing

cold pulsar
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Something to keep in mind is the VRC IK Follower is a really dumb script, things break because it is simple

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I usually dont use it for animations, really only targets for Final IK

rapid wharf
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ahh

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I see

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ill take that into account

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I have another question

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not about the Ik follower if you would

cold pulsar
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About what then?

rapid wharf
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Someone in #avatars-2-general told me to not set the upper chest, so I did that but now I can not build my avatar

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says the spine hierarchy is incorrect

cold pulsar
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You cant just ignore the upper chest if you have one, instead you should merge the weights of your upper chest into your normal chest

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spine hierarchy should be hips->spine->chest->shoulders+neck

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Its complaining because your shoulders are children of your upperchest, not your chest

rapid wharf
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ahh

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well I am just going to leave it how it was

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it worked fine for me

earnest lagoon
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Is it possible to make a gesture animation in blender instead of unity? Like I make the single frame clip in blender and put the clip into the animation override controller in unity.
Or do I have to set it up using unity’s animator?

zinc viper
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So I need to modify an avatar. Basically, this avatar has 8 emotes on it, and I'd like to remove four of them.. And then replace them with songs/dances. I already have all the songs/dances needed, I just dont know how to modify the avatars emotes. Can someone help?

fierce bane
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@zinc viper They're stored under a "Custom Override" if you have the animation with sound already done, you can just swap it in place of the current one

zinc viper
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I dont know if they are but ill check

fierce bane
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you can find the override by selecting the avatar, finding "sitting animation override" in your avatar and double click in the slot, it'll take you to the override in the assets

zinc viper
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Ok ill give it a shot

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What if the emote thats taking the slot isnt a dance or animation.. and its a way to add clothing on an avatar?

fierce bane
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if it's an inventory system animation, and the avatar is set up properly same thing

zinc viper
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Ok cool!

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ill try

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And if the override animator controller isnt set up..

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And i have to make it.. how would i?

fierce bane
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you duplicate an override controller if you don't have one, slot it into the standing animations, and place your animations into it as needed

rapid wharf
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@fierce bane im gonna say fuck it to the particle and try and make a mesh + animation

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shit just won't work

zinc viper
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ah k

rapid wharf
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@fierce bane hey, I was wondering if you could help me change the hands shape for a gesture?

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basically I just want to make it flat when I play my animation

fierce bane
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@rapid wharf just have to go to your gesture animation, and add in "animator.<muscle>" components like finger stretch/spread
stretch is the curling of the fingers, spread is side to side
You can also get the paid asset "Muscle Animation Editor" which is like $15 USD I believe? (less on sales)
MAE makes it SO much easier and is highly recommended if you're doing more than one or two...

median bobcat
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I have an animation tied to a gesture but when I'm done doing the gesture the animation continues to play for a few more seconds then stops

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What do I do

hot silo
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Rookie question here, looking for some advice please... I've done a fair share or prop animations but avoided animating hands so far but thought I'd give it a try. It looks good in Unity when played, but in game the hand remains still... prop still enables/disables fine so I know it's triggering. Anything I might be missing?

near rock
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@hot silo go in play mode and drop your animation on ur avatar's name on the hierarchy so it plays on ur avatar

hot silo
near rock
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does it work?

hot silo
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let me check

near rock
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you grab the animation from the asset list on the bottom and drag it ontop of the model's name in the hierarchy in play mode

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(should work as long as ur avatar is in humanoid rig)

hot silo
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hmm, it did nothing. when I dropped it on the Armature it just created an empty animation controller

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not even the prop was displayed

near rock
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did u drop it on the armature or the model's name ontop of the armature

hot silo
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tried both

near rock
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did u drop the animation controller on it or the animation itself

hot silo
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the animation itself

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it already has a assigned controller

near rock
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search ur model's name on the asset list so u get to the model/fbx of it

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click rig, does it say generic or humanoid?

hot silo
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it's humanoid

near rock
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that's weird it should work

hot silo
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yeah it behaves good ingame without custom gestures

near rock
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click ur avatar's name in hierarchy and delete the controller in animator

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set it to none

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under animator

hot silo
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alright

near rock
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try again

hot silo
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creating the animation from scratch with a new controller?

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or just run it with a blank controller?

near rock
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i meant go in play again and drop on ur avatar

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ur avatar should play it in play mode

hot silo
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yep

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plays correctly

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fingers moved and prop showed

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so uh, not sure what that means. I'm not supposed to have a controller assigned to the animator when I upload?

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just have it assigned under the VRC_Avatar Descriptor?

near rock
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@hot silo my avatars have nothing on animator

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on controller

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only on descriptor

hot silo
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let me try that real quick, I never thought twice about it so far

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no go... this is how it looks ingame

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prop shows, fingers are stuck in fingerpoint gesture

young hearth
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You need to fix that during when you added in the gun

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when adding objects to hands, you have to fix the fingers with it too

hot silo
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yeah I have it like this

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looks good in Unity, but does nothing ingame

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except that last piece

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it does set the game object to active

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😓

young hearth
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did you made sure those other diamonds are the same values?

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and you need to move those diamonds

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right next to the first lines

hot silo
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I had missed that initally but after fixing till no go

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so I deleted and copied over to the second frame

young hearth
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hm....

hot silo
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also tried uploading a dummy cube just to make sure it was uploading correctly and that's not it either

near rock
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both frames (assuming they are the only ones) are EXACTLY the same?

hot silo
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yep - I deleted and copy/pasted just to make sure

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and those are the only 2 frames

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is there any way it's not finding the Animator correctly? I know before I had problems when moving props in the hierarchy that it lost it and said object not found

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I don't need to add a separate animator on the hand or anything like that right?

obtuse atlas
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anyone here good with particles, only need some help keeping my particle attached to the avatar and not floating off on some random part of me

fierce bane
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@obtuse atlas are they world sim particles? if so you need either the VRC_IKFollower (if it's on head or hands) as a direct child of the humanoid bone, and then offset the particle to fit where you need it.
Or to use a rigidbody/fixed joint pairing with the particle under it(fixed placed outside armature)

If they're local sim particles, they should just follow you.

fierce bane
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@hot silo fingerpoint is with the thumb down, yours is closer to finger gun...based on that animation the hand looks correct for what you have.
You're only showing index/middle/thumb, so the rest should be in a resting pose.
It looks like the gun just isn't aligned properly with the hand honestly.

stable island
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can yall take a look at my project>

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my animation (fist triggers disc1) doesnt work

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ping me if you figure it out

dense fog
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Just curious to know, is there a way to have ragdolls work as an emote?

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By making the ragdoll active could I make it work?

fierce bane
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do you want to enable a ragdoll with the emote? or just spawn it while the emote plays?

stable island
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also

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that happens

dense fog
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@fierce bane either works

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I was hoping to just enable one

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but whatever is easier is what I would go with

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Thanks btw

fierce bane
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@dense fog I mean...you could just enable a model set up to ragdoll for start/end frames of an animation to do it the easiest.
Or do the same using an inventory system if you want to toggle it on/off

dense fog
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hmm

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ill try that

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Thanks!

stable island
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@fierce bane can you shed any light on why my animator disables itself?

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it happens whenever the animation starts so its pointless to have

fierce bane
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do you have more than one animator on the same object?
Do you have anything that is set to disable it?
The animation's frames would help too

stable island
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that is it

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and its on a child of something that also has an animator but im pretty sure that shouldnt effect anything

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and when i add it as a frame

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i get this

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and it says in mecanim that it doesnt exist

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So nothing?

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(sorry if im being impatient, ive been having this issue since i last asked a question, so its been veeerry annoying )

fierce bane
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Can you select the controller you're using in your assets with a screenshot?
From the error it looks like you're using the wrong controller type...

stable island
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there is my entire window, selected one that is being used

fierce bane
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can you check the "curves" tab in the animation window?

stable island
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its a straight line

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Ill check the other anim if you want

fierce bane
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if that's the one in the animator that's all that matters

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can you zoom in? I only see one of the curves...

stable island
fierce bane
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@stable island which object is the animator on?
Is the object disabled and never enabled?

stable island
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it gets enabled on my fist gesture

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@fierce bane

fierce bane
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is that the object the animator is on?

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and it is trying to animate itself to rotate?

stable island
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yup

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its moving forward and rotating

fierce bane
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make an empty object and place the "WiiDude2" inside that
place the animator on that empty object, animate "WiiDude2" from there.
Enable empty object in your gesture

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unity often has issues with things trying to animate their own position and rotation

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that's why the avatar has a top level with the animator, and then body/armature after that

stable island
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alright but do i have the head armature still be a parent?

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and also should i modify the emptys transform or put the animator on the empty and move the disc armature? @fierce bane

fierce bane
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be aware if you attach something to the head, you won't see it locally. The head bone gets shrunk down to 0 scale to hide it from your own view while you're in the avatar

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so if you want to see it in game you would need to use the IK follower, then the animator, then the object you animate

stable island
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Ive been testing in a mirror and it still doesnt work

fierce bane
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Just a warning, if you don't want to see it locally then it'll be fine

stable island
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So, now, my other question

fierce bane
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So Head->Empty Object with animator->WiiDude2

stable island
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Yes, but in the animator should i animate the empty or WiiDude2?

fierce bane
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WiiDude2

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that's the whole reason you're adding the empty in there, so you dont' animate itself

stable island
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Just makin sure 🙂

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Uuuh

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Himeki?

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the animator disabled itself again

fierce bane
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did you mess with the animation in the inspector at all? or the animation controller?

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change any settings that way?

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it sounds like one or the other is corrupt and causing issues....remaking them would be the easiest way to check though

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just select the empty game object, remove the animator, and then hit "new animation" in the animation window and set up your position/rotation changes from there

stable island
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But since its the child of an object with an animator it already that isnt an option

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so i have to add a new animator then make an animation for it

fierce bane
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yes it is...you just SELECT that object first, any animators below another animator will take priority for the animation window

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which causes issues if you're trying to animate an object below another, but not from the lowest animator

stable island
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Sorry if i seem newbish, this is sorta my first time animating in unity so its a bit confusing

fierce bane
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@stable island I didn't even think to mention...did you unclick "preview" on the animation window? it disables while that is previewing, but doesn't have any effect in game

median bobcat
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I have an animation tied to a gesture but when I'm done doing the gesture the animation continues to play for a few more seconds then stops
What do I do

fierce bane
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@median bobcat make sure your gesture is only 1 frame long, (keyframes on 0:00 and 0:01 only, and should be the same)

dense fog
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So Im trying to figure out how i can activate the ragdoll with an animation

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but I cant figure it out

median bobcat
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ok ty

warm thistle
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Good morning! I’m having an issue getting my eye blinking animation to work

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Basically, my model didn’t come with blinking, so I created an eye blinking animation, assigned it to a controller, and then applied the controller to my avatar’s animator component under the skinned mesh renderer

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It blinks in unity, it blinks in the avatar preview in VRChat, but when I load into the avatar, there’s no blinking...

ocean knot
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@warm thistle are you testing this by looking in a mirror, or did you ask someone else to see if your avatar blinks?

warm thistle
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I did both: mirror and asking others. No blinking for either

ocean knot
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hmm, i see, and your blink is just a shapekey/blendshape correct?

warm thistle
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Yep exactly. I have a 2 minute video I followed, if you want the link to see what I did

ocean knot
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is there any reason why you couldnt use the CATs eye blinking?

warm thistle
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I’m not a blender user (yet) and bought the unity files from an artist, so wanted to manually create blinking in unity

ocean knot
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ok so, i remember that there were changes to how the animator works in vrchat that mean that this no longer works.

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and i know that there's a method by which you can achieve the same thing now, but as it's so rare to need it, i dont know how.

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i would highly recommend enabling the blinking via CATs/blender, you will likely find it is very easy to do - a couple clicks.

warm thistle
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Ah shoot, ok thanks. I’ll look into that. Thanks for the help!

ocean knot
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no worries, ping me if CATs gives you problems

warm thistle
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Can do!

clear yew
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Show the animator animation

warm thistle
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Sure one sec while I screenshot that @clear yew

clear yew
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oh

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you put the animator on the root

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you need to put it on the Body mesh

warm thistle
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Wait, I think I see what you mean. I had the riot selected when I made the animation and not the body mesh, right?

clear yew
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maybe

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dunno how you did it

warm thistle
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I re-did it on the body mesh and re-applies to the controller

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I’ll test now

clear yew
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I simply put an animator on the Body mesh, select the body mesh and then go into the animation tab and create my blink

warm thistle
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I'll upload to VRC now and test it

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thanks for pointing that out!

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still not blinking...I think I'll try your method: doing the animator first and then creating the blinking

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I'll let you know what happens

warm thistle
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nope, still not blinking. I created a controller, attached it to the body mesh, clicked create animation, made the eye blinking, made sure it's all linked in the body and not the root, etc. Still not blinking vrcThinking

clear yew
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¯_(ツ)_/¯

lethal rampart
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so im trying to make an emote wherein the avatar disappears. The avatar is composed of multiple meshes, so i turn them all off for the emote.
but when the emote ends, they do not come back, and the avatar remains invisible to everyone
why is this? I've heard that it may be something to do with unity not liking it when you disable and enable multiple mesh renderers
I tried to instead simply shrink the model in the animation to 0, but there unity just refuses to apply that scale modifier at that spot only, and instead applies it across the entire animation start to finish

ember depot
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where would yall recommend me to get custom mp3 files from?

wide warren
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@ember depot what kind of custom mp3s?

ember depot
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like from a youtube video into audio

wide warren
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Ah, theres a lot of youtube2mp3 sites, but a lot of them are sketchy. Personally what I do is use Audacity and set the microphone to my sound card or Stereo Mix and just record the bits I want

azure flume
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Does anybody have orange justice emote to send?

heady talon
wheat scroll
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a while back i remember seeing avatars that grew things like plants and flowers around the avatar and where ever they walked (i believed one of them as an earth-chan model). Does anyone know how those worked? im thinking its some sort of particle system but as far as i know particles don't animate. Is my understanding of particles systems wrong, or have i been mistaking what i've been seeing for something else?

fierce bane
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@wheat scroll you could definitely do that with particles.
Set up an "over distance" emission to fire a particle down to place a sub emitter on the ground for the flower (mesh particle for 3d flower), have it move upwards at imperceptible speed to orient it with align to velocity, increase size over lifetime of placed flower to "grow" them. (Or use a billboard with a sprite sheet to "animate" it growing from seed to flower, that wouldn't be fully 3d though)

wheat scroll
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Hm, Im not to experienced with working with particles, but I think I understand what your saying. Thank you!!! I'll try playing around with the particle system to get what your describing!!

fierce bane
wheat scroll
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Oh funny coincidence, I skimmed over this video right before I asked the question because it appeared in my feed. I noticed renderer module and skipped over to that section. Thats what got me thinking of the effect I mentioned in my question.

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Thank you again

warm thistle
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@ocean knot @clear yew I got my blinking working! Someone on reddit told me that if one of my gestures is also using the blink blendshape, that prevents my blinking animation from playing. I removed blink and replaced with blink L and blink R on the offending gesture, and now my blinking animation works! Yay!

ocean knot
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@warm thistle that's interesting. i guess gesture anim must be overwriting the shapekey causing it to be stuck at 0. glad you got it sorted.

warm thistle
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Thanks again for the help nonetheless! Helping me trouble-shoot taught me some things too.

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I’m still learning all these nuances in unity

rapid wharf
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How can I create a blinking animation even though my avatar does not have any blend shapes?

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I do have bones for my eyes lids but there are no animators for them

rapid wharf
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nvm I just added shape keys for blinking

warm thistle
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@rapid wharf let me know if you don’t get it working! I can send you the tutorial I followed (it might still be above in this convo though; the YouTube video)

fierce bane
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@warm thistle if you don't want to blink while your eyes are closed for the gesture, make sure you disable the blink animator's behavior to pause it (just be aware you can technically pause it mid blink by accident, it's just not likely with most blinks due to how fast they are)

warm thistle
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@fierce bane oh I didn’t think about that. How do I disable the blink animation while the gesture is active?

fierce bane
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Simple template, change the path to Body (or whatever your mesh is named), instead of Armature/Example
You can just copy the keyframes from this into your gesture, select the behavior component and hit F2 to rename it.

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the behavior component isn't accessible without an editor script, one to copy/paste, or manually editing the .anim file as text

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(the last one requires un-binarizing files as they won't show as text by default)

warm thistle
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Okie dokie, thanks! I’ll give this a whirl too!

glad nebula
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hi, i've been trying to set up an animation for an avatar in unity, the animation comes with a prefab with some particles/audio, so I add the corresponding particles to some part of the avatar and then replace some gesture with the animation in a custom override, I see it working in unity but not in vrchat... am I missing something?

fierce bane
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Gestures in VRChat can only be a single frame long (keyframe on 0:00 and 0:01)
If you want something longer than that, you have to enable an object with the gesture that has an animator on it running the animation

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also just to make sure, you also placed that custom override into your "standing animation overrides" for the avatar correct?

glad nebula
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it is a single frame long, it just checks if the game object that came with the prefab is active

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and yes

fierce bane
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did you make the gesture animation yourself or did it already come with it?

glad nebula
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i downloaded the avatar and the animation separately, then tried adding it myself

fierce bane
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You said it works in Unity. Is that when in play mode and you turn on the object the gesture should activate manually or with the gesture using a tool or animator?

glad nebula
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in play mode, when I turn on the object

fierce bane
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That means it's probably the gesture animation causing the issue.
Making your own is the best way to make sure it'll work since it needs to be the correct name and path to find the object to turn on.

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Duplicate your main model (always when making an animation, even a simple one...saves fixing the model if it breaks)
Select the duplicate and click the red "record" circle on the animation window, name it what you want.
Go to your object and click the checkbox to enable it
Click "record" again to stop recording.
Place animation into your overrides and test. If it works, problem solved (and you can adjust the hand pose to fix it if you need to)

glad nebula
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alright I'll give it a try, thanks a lot!

glad nebula
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it still didn't work sadly, the prefab seems to come with an animator and a controller also.. so maybe there's something else?

wild surge
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Does anyone have a link to the crawl a lot of people have been using lately, it looks really nice yet I can't find a place to download it anywhere

fierce bane
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@glad nebula I can't really explain how to use a specific prefab, usually they come with instructions.
But generally speaking if you're just enabling an object that has an animator, the animator will start playing as soon as the object it is on is enabled.
There are exceptions depending on setups or what exactly you're trying to do (like inventory systems work differently for example).
But if you just have an object with an animator, the controller should usually be assigned to that animator, and enable the object....
More info would help

ripe tinsel
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If I want a character to have mouth sync animations, do I need to do that before/after getting the model ready in Unity? In other words, should I do the mouth animations before editing the model in Unity or vice versa?

fierce bane
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@ripe tinsel Lip sync is powered by shape keys which you set up in the 3d modeling program (eg: blender)
you do have the option to use jaw flap as well (just up/down jaw bone movement) if that fits for what you want (a skeleton head for example could use it and look as expected)

fleet wyvern
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I'm trying to do an animation however the main character model stays in the middle, help?

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also I'm aware it's abit out of sync

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I'm useing Root T to move him around

ripe holly
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;

rapid wharf
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basically I have this sleep animation that I am trying to get working properly

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see it works in game but for some reason I have the spam it a few times to make it activate

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but it also doesn't stay sleeping

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it does it for a few seconds and then I stand back up which is probably just a looping thing I have turned off

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ping me if you can help

rapid wharf
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I think I fixed it by copying the last key frame and pasting it at like 8 hours, that fixed both of my issues but is there an alternative to that

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I am sure that isn't the best way I could have done it

pulsar raptor
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When i spawn a clon using a F3 F F5 etc, the clon starts to shake and go away to the original position instead of stay put, like a table, a cube, is there a way to fix this???

clear yew
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Any ideas why a custom emote won't play? It plays as a gesture but won't play as a emote.

glad nebula
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@fierce bane I've been playing around with it for a couple days and no luck... I can just link you the animation I'm talking about maybe? (not sure if I'm allowed to link here)

weak light
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how much would someone charge for a custom amimation

clear yew
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Depend on the animation

weak light
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like a thor animation

clear yew
candid schooner
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im trying to get an animated texture for a screen using a sprite renderer with animation but it doesn't show up in game, anyone know how to fix it or what may be the reason why?

heady talon
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@candid schooner Does the sprite rendered just convert it to a gif? Those aren't whitelisted by vrchat so they get removed upon upload. You need to use a flipbook shader to cycle through images for the effect

candid schooner
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im useing a sprite sheet cut with animation to show next frame per particle

candid schooner
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i think i figured a way around it

heady talon
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also anyone know how I can mess around with shaders like turning them on/off with hand signs?

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I thought i could just edit them while recording the animator

blissful viper
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I would like to know the answer of the question above aswell

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Additionally, Im looking for a way to toggle animations within other animations,

#

For example, I have an animator on my hip for my idle tail animation, but I would like it to stop while using a hand gesture, however whenever I try and select the hip animation, the animation tab changes to the hip instead of my hand gesture

heady talon
#

@blissful viper If im understanding your second question correctly, its because editing something with an animator attached just auto selects them and stops the recording So you need to do it manually in the animator

blissful viper
#

Yeah we are talking about the same thing, lemmie try it quick

#

yeah ive tried this before

#

I cant find the animation in the add property function

heady talon
blissful viper
#

Thats the animation i want to turn off

#

animator *

heady talon
#

yeah thats weird

#

I can turn off the avatars main animator but i cant see animators on other body parts

blissful viper
#

ive always had this issue, not just this hip animator

#

yeah I cant seem to ever find other animators

#

im certain there is a way though

noble shell
#

Armature/Hips/behavior.enabled to false , might work never tried it on hips , have it usually on body to disable my blinking when doing a gesture, that will turn off the animator

#

can just edit the path to another animator, it will show up yellow if there's no animator

heady talon
noble shell
#

got it off some anim file from a prefab ages ago, no idea how to add it otherwise , so i just copy that to any file to stop that component

fierce bane
#

@blissful viper Copy/paste, to your gesture, select the component and hit F2 to edit the path to fit your setup.
In the template it assumes the animator is on the "Example" object inside the Armature (Armature/Example)
So in your case it'd be something like Armature/Hips/Tail (assuming the animator is on the "Tail" object under the Hips)

The animator.enabled property is not normally accessible in the editor. You have to get it from another animation, get an editor script that lets you add it, or you can unbinarize your files and edit the .anim file as text and add/replace something to get it in.

#

@heady talon For turning a shader on/off with a gesture, what you probably want is to just switch shaders by doing a material swap in the animation (since turning a shader off would essentially just stop rendering it at all)

ionic nova
heady talon
#

about the flipbook shader, there is one built into unity but not the one VRChat uses. So thanks, ill check these out since I havent been able to find one

fierce bane
#

@glad nebula that really depends on where you got it from, certain sites aren't allowed mention on the server.

glad nebula
#

hmm I understand, it's one of the first sites that comes up on google though, do you mind a DM?

fierce bane
#

@glad nebula go for it, temporarily opened

clear yew
#

does anyone have a tut on how to make an avatar intro

#

if you know anything about it please dm me

orchid quiver
#

hello

pulsar raptor
#

When i spawn a clon using a shift, after a few seconds the clon starts to shake and go away to the original position instead of stay put, like a table, a cube, is there a way to fix this?

ionic nova
#

@clear yew just use an animation without Loop and (not disabled for use by gestures/anims) but enabled as default, to make it run when avatar is loaded. for that you need to add a second Animator(because main is used by vrc and can't be fully overriden) which will run that animation on entry

clear yew
#

will it not replay it everytime im in idle or like not doing anything with me hands

#

like, will it just play when i load in and finish?

ionic nova
#

no if you'll not assign it to the override template , it would just play once when avatar is loaded. you add an empty inside your avatar, animator on that empty, and then you run an animation with unchecked Loop property, from that animation you can enable/disable objects, particles etc

proven urchin
#

Eh

pulsar raptor
#

When i spawn a clon using a shift, after a few seconds the clone starts to shake and go away to the original position instead of stay put, like a table, a cube, is there a way to fix this?

clear yew
#

Espanish??

obtuse spoke
#

is it possible to use any randomization in animations?

#

i'm trying to get a gesture to play a random audio clip

fierce bane
#

@pulsar raptor I'm assuming you mean a world anchored object, one you can place and walk away from, and are activating via gesture (shift+F keys)
Make certain there are no colliders on an object you spawn. Any colliders on an avatar's world object will cause it to shake all over and eventually fly off somewhere before resetting to you.

Instead of calling it a "shift" call it a "gesture", that's the common name and people are more likely to understand what you're saying.

#

@obtuse spoke we aren't allowed access to audio banks or scripting, so we're pretty limited...
You can make a pseudo-random system using a pausing animator and have its animation have a bunch of different sounds that activate at different times so it may seem somewhat random (would actually just play them in order, it would just feel random to outsiders)

You could also try making use of the audio source limit (I think it's 3 playing at a time?) to try making it play a random one by activating two silent ones, then activating all the others and hope it works....would be VERY unreliable though...

red ocean
#

When I make an animation do I have to make every bone active, or just the ones that move?

#

I haven't tried animations before so this might be a dumb question.

fierce bane
#

@red ocean If it is a humanoid bone it will be in the default neutral muscle pose (or "bike" pose) if it is not in the animation and the IK is not active. (emotes disable IK for their duration, gestures do not. Duplicate humanoids do not have IK active ever)
At minimum you'll need the arms-fingers and legs it from going into that pose (and the roots to prevent it being half way in the ground)

red ocean
#

Alright, thanks.

pulsar raptor
#

@fierce bane i dont mean a objet that you walk away from, and no, i dont use any collider, the clone must be in the avatar following me wile making a animation, the only thing i do is hidden the main body like always do, when i put a objet it stays normal, but when i put a clone with animations (with transforms and no unity objet animations) it start to shake and go away

fierce bane
#

@pulsar raptor Is the clone the same model as your avatar?
If not is it set as a humanoid? or is it set as Generic?
If humanoid it cannot be animated with transforms, you need animator.<muscle> animations. (and should include animator.root keys or it'll act strangely)
If generic it can't use humanoid muscle animations and has to be transforms only.

pulsar raptor
#

@fierce bane is the same as the model and yes is rigged, i use muscle animator

#

but it happens anyway :c

fierce bane
#

@pulsar raptor Gesture, correct?

#

Gesture should hide main body and enable clone (which should be outside the armature)
Clone should have an animator on it with the animation made from it that does what you want it to do, correct?

pulsar raptor
#

yes

#

Gesture yes, the animation plays correct, but then the clone start to shake and go away

fierce bane
#

check the curves, if everything is set up correctly there and the animation isn't causing the shake, the only thing I can think of is a collider acting screwy, or a dynamic bone on the root or something freaking out

pulsar raptor
#

mmm dont have any collider nor dynamic bone so idk, maybe is other broken feature in vrchat because of updates

swift shoal
#

Hello, I'm trying to put a vmd motion onto a pmx but it doesn't seem to be working and I can't figure out why. I don't use CATS to convert anything, I just use MMD tools to convert the model to a usable MMD model. No matter what I have selected when importing, whether it's the mesh, the armature, or everything, the animation still won't play. It's odd because when I click the import button to import the animation onto the model, Blender freezes like it's actually importing. The frames for the animation appears in the timeline at the bottom as they should but when I press play the model doesn't move at all. A friend suggested it may be the naming of the bones being English but I know that's not true as I've seen tutorials doing this with English named bones and I have also done this in the past and they have all worked. If anyone has any suggestions I would really appreciate it. Thank you.

spring nova
#

make sure that you have the model imported and set up as a humanoid

#

and the animation will also have to be humanoid, but if it's not there's not much you can do

#

humanoid is the standard for characters with 2 legs, 2 arms, etc that allows you to have one dance be applied to many different characters regardless of the names of the bones

heady talon
#

Not sure if this is the right place to ask, but every time I drag a 3D object onto my avatar it turns all black. I thought maybe it was a problem with the shader on the board but the handle uses a different shader and still turns black. I also checked world lighting

#

nvm im retarded

#

The Z changes to 0 for some reason when i drag it on the avatar

stable island
#

Is there a way to add a custom animator key for my model in blender 2.8?

stark trail
#

A shape key you mean?

#

@stable island

stable island
#

Well sorta

#

I dont mean like mouth movement

stark trail
#

Then what

stable island
#

Ive got an extra bone in my characters head that moves a disc and is a child of the head bone to make sure the disk doesnt stick out when i tilt the head

#

Ive tried animating it multiple different ways and none of them seem to work

stark trail
#

CAT's > merge to parent? I believe the button was called

#

it will automatically take selected child bone(s), move their weights onto the parent, and delete the child bones

stable island
#

Well i want to move the disc out of the head itself so if i attempted it like that it would detach the head

stark trail
#

It wouldn't detach the head :?

#

im not sure what youre trying to accomplish. Do you want to get rid of the disc completely?

stable island
#

Its hard to explain

#

Ive got an avatar who is essentially a console

stark trail
#

but mergetoparent doesnt detach the parent bone or destroy the parent weights, it just adds child weights to it and removes excess bones

#

continue

stable island
#

for a hand gesture i want to move the bone attached to the disc so it looks like its shooting the disc out of the console

stark trail
#

you want to do that with shape keys instead of animating it within unity?

#

because you can easily key that in unity and it's arguably more performant in most cases

stable island
#

I would love to animate it in unity but that doesnt work for whatever reason

stark trail
#

define doesn't work

stable island
#

I animate it and the animation doesnt work in vrc, ive used the hand gesture to trigger the animator on the disc bone to move

#

and it doesnt work

stark trail
#

not normal behavior

#

the way id go about it is by just adding the disc to the head, disabling it, and attaching an animation (which should automatically add the animator that makes it work)

#

Actually nk

#

Head>empty>disc, toggle empty with gesture, add an animation/tor to the disc that makes it zoom

#

Unless things have changed, that should just work

#

Idk if it will be visible in mirrors but it wouldnt be a particle so even you should be able to see it

#

but doing that should just work :?

stable island
#

Ill attempt

stable island
#

@stark trail

#

still nothing when i do handgun

fierce bane
#

@stable island the object you're trying to animate is a bone and mesh that is part of the model correct?
And how you do this depends on heavily on how you want the disc to act/do after it flies out

stable island
#

I just want it to fly out and loop

fierce bane
#

do you just want it to fly out and return? do you want it to shatter if it hits something? land on the ground? etc

stable island
#

And its not a bone anymore as they suggested up there

fierce bane
#

is the disc visible at all times or only when it flies out?

stable island
#

only when it flies out as the empty animating it is disabled until it triggers

fierce bane
#

Unless you're intending to make a shape key with it, then it should either have it's own bone and be parented to the head, or it should be a separate object entirely (or a particle)

#

@stable island I think it was you I was talking to before actually...
You basically want this but for it to return instead of resetting position, correct?

stable island
#

nope that is exactly what i want

#

That is a fine animation for my purpose yes

fierce bane
#

so it just flies out then respawns in the head and turns back off?

stable island
#

yeah, it turns off when you stop the gesture

fierce bane
#

if you have the disc as a separate object (with only a single UV map to it) you can do it very easily as a mesh particle using burst emission and not looping
Prevents the whole need to set up a separate animator to run such a simple animation

stable island
#

So i would place a particle emitter on the main body?

#

and just trigger it with my gesture?

fierce bane
#

yep you'd just enable the emitter with the gesture and it would turn on, fire once, then do nothing until you released the gesture and hit it again

#

uncheck looping at the top
disable shape section
in the emission section set "over time" to 0 and a single particle burst on 0:00 time that fires once
In render section click where it says "billboard" and change that to "mesh" place your mesh in the slot (or click the circle and search for it)
If you want it to spin, set up "rotation over lifetime"
And adjust speed and lifetime at the top to set it as you want it...should cover a basic one.

#

be aware with every method to make this: If the object is attached to your HEAD you will not see it but others will.
The head bone gets shrunk down to 0 scale to prevent you from seeing the inside of your face, or your hair, etc.
extra note, particles cannot be seen in mirrors...still...

#

if it's attached to the head and you want to see it, you can use a VRC IK follower or a rigid body/fixed joint pair to set it up. (IK follower is recommended for lower lag and to keep it aligned better due to that)

snow rover
#

Is there any way to avoid this kind of problem ?

slender vessel
#

anyone ever managed to get proper walk/run animations?
like, the animation in unity is perfect
then i upload the character, and the legs move much shittier
than the preview... its like, what am i supposed to do, the animation is perfect in the preview in unity

fierce bane
#

@snow rover when you play an animation on a humanoid rig it only moves as much as the muscles tell it to, so when there is nothing in it it goes into a "neutral muscle" pose (or bike pose)

It won't do that in game if it's a gesture, it will if it's an emote (because the emote disables IK and goes into a full animation instead of "fingers only" masked animation)

snow rover
#

@fierce bane And if I need to do an finger pose animation where there's something in char hand, do I make it linked to the T pose or the "neutral muscle" pose ?
Like, in the char's hand in T pose or the char's hand in neutral muscle

#

now it's stuck h24 in neutral muscle

fierce bane
#

@snow rover If you're making a gesture all you need to do is adjust the muscles for the hand to fit what you need, and to activate the object in the hand.

If you're stuck in that neutral pose, check the pins (and in the future always animate on a duplicate model to prevent breaking your main one)
You set up the model with the objects needed, duplicate, make the animation, and then you're free to delete the duplicate (and the controller it makes when you start animating) or leave it.
If you delete it you can always edit an animation by dragging and dropping the animation file onto a new duplicate.

snow rover
#

Holy F, I never thought about this in 2 years

#

woah

fierce bane
#

you never came across a duplicate suggestion either? That's surprising given that most tutorials state to make a duplicate (even if they rarely tell you why...)

snow rover
#

Well, tbh, I never watched tutorial since I already had unity experience

#

so that's maybe why

stuck spade
#

im using a toggle menu for sounds in unity and it works perfect but vrchat isnt playing any sounds even after activating the toggle and using a hand gesture

noble bear
#

@ me to get my attention

fierce bane
#

@noble bear that looks like the small preview window for assets, that generally doesn't show full animations. Commonly only the humanoid adjustments would show there. (also that would be an A pose and not a T pose)

You should be testing in scene view most of the time (make sure you duplicate the avatar when creating animations to avoid breaking it)
Changes made should be clear if preview is active in the animation window.

noble bear
#

@fierce bane so when i went into vrchat the model was a-posed and wouldn't break from it

fierce bane
#

Have you set the model as humanoid yet?

noble bear
#

yes

fierce bane
#

select model in assets, rig, humanoid

#

and did you check the configured bones to make sure they were correct? (IE hip is hip, spine is spine, etc)

noble bear
#

what

fierce bane
#

rig->configure button

noble bear
fierce bane
#

red in top right means either not assigned or incorrect in some way.
Left is because it's in an A pose instead of a T Pose. Click "pose" at the bottom and hit "Enforce T pose" (generally speaking it's better to have it in a T pose in the first place, but this can work most of the time)

#

can't tell you what is wrong with head without seeing the full right panel with head section selected

clear yew
#

Got any good videos for animation?

slender vessel
#

is there a limit for animations or keyframes? whenever i import an animation from mixamo, it looks nice, but then it looks choppy and horrible in the hame

#

g

plush vortex
#

where can I find good idle animations? (maybe for free)

rapid wharf
#

can someone help me, I am trying to add an audio source to a certain animation and in the animation tab I have the right one, the audi source has the right song, and everythign is how it should be but it is playing the wrong song no matter what I do

#

I even deleted the other song and it still plays it

#

fixed it

#

unity was just bugged to hell

snow rover
#

I made an avatar with multiple finger emotes but ingame there's absolutely nothing when I change my gestures with F1-9, is anything done wrong ?

snow rover
#

nobody ?

clear yew
rapid wharf
#

@clear yew No clue what it is but it looks really neat

clear yew
#

thanks

rapid wharf
#

you could end the animation where it starts so that it doesn't do that little jump thing perhaps

clear yew
#

i know

#

im just testing a few things

rapid wharf
#

aye

clear yew
#

YO

#

that looks pretty good

#

I am working on a standalone SG game

fierce bane
#

@snow rover are you certain the gestures are set up properly?
Your custom override and standing animations are set correctly, so either the things you're trying to turn on aren't in the avatar, or the gesture animation is looking for the wrong path to get to that object

wet marten
#

@snow rover i'm having an identical issue as you with my avatar

#

I havent found a fix yet...

sweet nymph
fierce bane
#

@sweet nymph you should have an animator on the same part as the avatar descriptor, both should be a parent of the body mesh and armature

sweet nymph
#

stil new to unity i cant find tutorials for what i need to do any way you can help me or find me a tutorial to fix this please @fierce bane

fierce bane
#

@sweet nymph https://www.youtube.com/watch?v=7P0ljQ6hU0A
Extra note, editing a message with a mention doesn't ping anyone, it does hightlight the message though.

VERY IMPORTANT - PLEASE READ:
This tutorial may still be mostly useful, but there's a few major changes that you need to pay attention to. First off, VRChat now uses Unity 2017.4.15f1, not Unity 5.6. Additionally, there's some new tools for helping with atlasing that you shoul...

▶ Play video
sweet nymph
#

lol

fierce bane
#

this is a LONG tutorial but covers everything, as old as it is

sweet nymph
#

thanks

fierce bane
#

jump to about 1:07:00 if you have a model working and are in unity...
I don't have any more concise tutorial to link, haven't looked in a long time

#

@sweet nymph https://www.youtube.com/watch?v=SRRt2gZOg_Q much shorter, looks like it covers everything and some extras... around 8:45 for unity start

I'm going to be making more like this, so subscribe if you want to see more!
edit: https://github.com/michaeldegroot/cats-blender-plugin is here now!
Keeping with the tradition of making things as easy and straightforward as humanly possible, here's my updated tutorial for Jan...

▶ Play video
sweet nymph
#

cant find what i need in these

fierce bane
#

you either didn't put the avatar descriptor on the right object, or you deleted the animator that should be on it by default

wet marten
#

Have some yellow text on my animations

#

causing my animations to not work in game for the facial gestures

#

anyone know how to fix that? i think it's just pulling from the wrong path or something

#

"the gameobject or component is missing (Body)"

wet marten
#

Yep, its pulling from an invalid path

#

Not sure how to fix that

fierce bane
#

@wet marten is your body mesh named "body" ?

#

also of note...you should ONLY have your keyframes on 0:00 and 0:01 for gestures in most cases

#

If you want to fix a path, compare it to your hierarchy. You can select a component in the animation window and hit F2 to check the path and change it to fit your model (for example your body mesh might be named body.001 instead of body you can edit it quickly and fix it)

wet marten
#

@fierce bane I'll check as soon as i can, iirc the body mesh is something like body_01

jovial narwhal
#

How to set a simple face expression?

#

I have this which sets a correct face expression

#

Loop is on

#

It's tied to a gesture. But it doesn't work properly somehow

#

My bad xD, I missed making them both 100

#

I need to disable blinking though, how to do that? I used CATs, so I figure it must've made a blinking animation. It can be disabled, but is there a way to disable it only when doing a custom animation?

fierce bane
#

@jovial narwhal if you used CATS to set up a blink (and it wasn't "don't blink" ) then it can't be disabled. That's VRChat's built in blink and we cannot do anything to pause it without permanently stopping it.

This is a bit more complex but you can use CATS and disable blinking, and then make a manual blink animation (place animator on "body" mesh to control it).
You'd need to either get a script that lets you use the animator behavior toggle component, or to copy/paste it from another animation and edit the path to fit yours (in your case it would just be "body" and placed in your gesture animation)
If you need an animation to copy it off of just ask, I've got a simple template.

jovial narwhal
#

I've disabled blinking in CATS, and made a manual blinking animation and put it on the body mesh. Any idea where I would get such a component to toggle the animator?

fierce bane
#

By default this disables the behavior of the animator on "Armature/Example" just select the component, hit F2 to change the path, and type "Body" (assuming that is still the name of your body mesh, capitals and spaces included)

jovial narwhal
#

Ahhh, it works great! Thanks!

rapid wharf
#

@sweet nymph click on your avatar

#

on the right press add component

#

then type animator

#

and click on the one that says animator

#

done.

clear yew
floral steeple
#

Today i learned i can just edit animation paths in a text file rather than painstakingly waiting for unity to finally apply the pathing change on a singular component just because i need to remove the root object from every single part

rapid wharf
#

Can someone help me, I am trying to animate the head of my avatar to become big when I play the gesture but all the happens is my whole body enlarges

floral steeple
#

is your head a seperate mesh?

rapid wharf
#

No, I am changing the transform scale of the bone

#

it works fine when the animator is on the head bone

floral steeple
#

did you by chance creat the animation on the head bone and then move it into the gesture slot?

rapid wharf
#

I did

floral steeple
#

if so that might be because the 0 path modifies your entire armature

rapid wharf
#

ahh

floral steeple
#

just enter the full path to your head bones

#

select the part then press F2

rapid wharf
#

wait how did you get all those transforms in there?

floral steeple
#

Its just transform of seperate bones

rapid wharf
#

right so like this

#

Armature/Hips/Spine/Chest/Neck/Head

floral steeple
#

If this is for an avatar, yes

rapid wharf
#

this is what I got when I pressed F2

#

alrighty

floral steeple
#

My animation is directly on the armature which is why it all starts with the bone name

#

its also a generic not a humanoid

rapid wharf
#

alright so I did that

#

but I cannot scale the head

#

wait

#

nvm

#

maybe

#

Yeah it is not letting me go above the scale 1

#

its not letting me change the scale at all actually

floral steeple
#

Never really done much with modiying armature size, tbh its probably easier if you just cut out the head then make that grow as long as you dont need visemes

#

as in 2 heads, 1 activated by animation and made larger

clear yew
#

Does anyone know how long can sitting animations be?

#

Heard from someone it's 10 seconds, some source said 2 minutes

fierce bane
#

@rapid wharf it'd be a lot easier if you just made a shape key for it.
You can't edit the transforms of humanoid bones in animations (includes position, rotation, and scale)
You could also add a dummy head bone and have the one with the weight parented to it so it would always follow it if you insist on using manual scale animation instead of a shape key. (dummy bone would be the one assigned in humanoid rig)

wispy parrot
#

Can anyone please help me? I'm trying to spawn in a world object with a fixed joint/rigidbody with a toggle on/off with the emote menu, and unfortunately the object disappears the split second after the animator resets my toggle pose in VRChat instead of remaining in the world 😭

steep vortex
#

how can this be?

median bobcat
#

how long are emotes

young hearth
#

@wispy parrot make sure the object has a collider

#

@median bobcat 3-5 seconds at most, but can go up to as long as you want.

#

@steep vortex you gotta click on your fbx model on screen on the left list in order for the mucle editor to be seen.

wispy parrot
#

@young hearth so the reason why the object disappears is because there's no collider with the fixed joint and the rigid body?

young hearth
#

thats what i thought yes, cuz all objects needs colliders in order to stand or drop onto something in this case the floor.

#

it could be a number of things too like your animation duration is too short

wispy parrot
#

I've tried everything from one frame to 100 frames for the toggle emote, when that animation ends, the object just disappears

young hearth
#

yeah thats because it belongs with the animation and your duration for that animation, times up.

#

i'm not really tech savy when it comes to animation, cuz i have not explored into the emote toggle field yet. But i can identify it the way you are saying.

wispy parrot
#

should it be a mesh collider or would a dynamic bone collider work?

young hearth
#

it is mesh collider

wispy parrot
#

@fierce bane I believe you know about fixed joints and rigid bodies on world objects, do you know if this would work?

steep vortex
#

hi, thanks and sry for my late reply, but i tried to click on all 3 of the belial files but none of them works with muscle animator, even if all of them are humanoid, sadly i can't find anything to this kind of problem in the internet 😦

restive stump
#

Right so i put my character into unity and i need to make the base animations where do i get these?

fierce bane
#

@wispy parrot you do NOT want a collider on world anchored object, it'll almost certainly glitchy out locally, shaking all over and then flying off only to return and repeat.
If the object is appearing and disappearing it's not getting locked in.
I'd suggest testing with a gesture enable first to make sure it works the way you want, then go into inventory system setup for it (to toggle on/off)

#

@steep vortex MAE not finding the humanoid rig is usually an out of date one for your unity version, could also be unity acting screwy, or other scripts getting in the way...I'm sure there's more potential reasons, I'm just too tired to remember atm

steep vortex
#

hmm alright it might be the version! cause i think i remember downloading a difffferent version for my unity 2017.4.28f1 with the hope that it'll work X)

fierce bane
#

Make sure you have the animation window open and your avatar selected. If the animation window isn't open it will break

steep vortex
#

yeah i tried everything by now, but not reinstalling the right version. thanks, i have some hope again 😄

fierce bane
#

@wispy parrot just to clarify, you could have a collider on a fixed joint, but it wouldn't collide with the world the way you'd expect as it is part of your avatar even if you "drop it" into the world.
I'm not sure what exactly you're trying to do so suggestions are limited. (also sleep time, can answer later though)

steep vortex
#

@fierce bane thank you so much, i bought the latest version of MAE (2.3) and now it works!

wispy parrot
#

@fierce bane thank you, yes the objects will spawn in and work as intended as gestures; but I still have no idea how to fix them so that the animator doesn't turn them off as an emote. Also you were correct; Colliders are NOT good to have on world objects, because the object began to move and freak out, zooming around the map as I moved around

clear yew
wispy parrot
#

@clear yew can't wait to see your stargate stuff ❤️

clear yew
#

thanks dude

#

im 3 months a new game will come out for vrchat with siege and tdm and onsought

wispy parrot
#

been hoping someone would make a world using the Stargate assets from GMOD/Stargate Unreal Project

clear yew
#

thats acutal what my game engine for my stargate game is

fierce bane
#

@wispy parrot my guess is that your inventory system toggle isn't set up right if it doesn't stay enabled.
I'd remake it if you don't understand how it works.

#

Your emote would enable one animators behavior for a set amount of time, which is turning on and off an object over twice the emote's duration. (So it loops reliably)
This causes everything that object had under it to also be enabled or disabled.
So emote enabled animator behavior And your animator's animation should enable, then disable.
Object should be disabled by default.
I would highly recommend having an animator resetting your world object's position/ rotation too 0,0,0 when not active and keeping the reset object and your fixed joint enabled at all times @wispy parrot

#

Toggle animator->reset animator->fixed joint->toggled object

#

All objected in above list would be enabled except the toggled one

#

(Or just use something that creates the animation system for you and follow instructions)

wispy parrot
#

It works fine for toggling on/off cloth objects, etc.

#

But probably not for something that needs to "stay active" with an animator

jovial narwhal
#

Which shape keys are the missing ones supposed to be exactly?

#

Eyelids?

wispy parrot
#

Upper and lower I think is Eyebrows

#

@jovial narwhal

jovial narwhal
#

Ahh, it must be these. I just need to rename them on the animation then

wispy parrot
#

just click add property, add the corresponding shape keys, and copy/paste the frames from the beginning to the end of the animation onto those added shape keys @jovial narwhal

#

You can also delete the missing shape keys from the animation after you've copied the frames over, just to clean up the animation, but it's not necessary

fierce bane
#

@wispy parrot no, that's essentially what I was describing. But with an extra animator level to reset it instead of a cycling animation (which would allow you to fix it in case of a desync)

jovial narwhal
#

I ended up just duplicating and renaming the shape key on the model itself

wispy parrot
#

@fierce bane so would xiexe's inventory prefab work for this? Or would it involve more tweaking? Sadly I'm not entirely familiar with how things need to be set up 😭

fierce bane
#

@wispy parrot I haven't used xiexie's , however it's well known and I believe makes setup easier

proper hedge
#

@wispy parrot @fierce bane I didn't read everything, but you just need an emote that handles a world fixed joint/ik?

wispy parrot
#

@proper hedge thank you for your response! someone had recommended your package to me as well 😮

wispy parrot
#

it works perfectly! ❤️

jovial narwhal
#

How to manually control eyes in an animation?
Goal: disable the game from moving them. Just keep it at 0

#

I tried LeftEye bone rotation in the animation, but it's not moving, so I can't verify I'm doing it right

#

Does this look correct?

jovial narwhal
#

Seems to not be, my eyes are still moving

surreal crater
#

Do animators with layers and set parameters work on models or is that a world only feature?

full glade
#

Is it possible to make an avatar whose arms can be activated and deactivated as well, so they don't always move with the VR controllers but can if I want them to?

clear yew
clear yew
#

does anyone have a tutorial on how to set their own hand gestures to be mapped to specific areas on their controller?

young hearth
#

Do you mean in unity? or controllers for the vr? because if its for the vr controllers, they should come with their own configuration in steamvr

clear yew
#

In unity

#

like for example, if I squeeze the side triggers on the vive controller, I want my avatar to give the middle finger instead of the default gesture

young hearth
#

yes it is possible to do that

#

you make a copy of the Avatar gesture and place it in your Assets folder and then throw in the Middle finger animation that You make into the HandOpen slot

#

which is located in the example folders for vrc sdk

clear yew
#

sorry I'm not really sure on how to do that

analog pivot
#

@clear yew - here

clear yew
#

Thanks!

jovial narwhal
#

Is there a good way to translate these to fit the current shape keys translated by CATS?
The current only way I know is to edit the config file in a txt editor, find all the \u values, decode them, then translate the japanese, and re-encode it. Painful process, and I can't figure out the exact shape key each one corresponds to still.

rapid wharf
#

my emote is activating on every gesture except for the default hand pose, anyone know whats up with that?

jovial narwhal
#

my emote is activating on every gesture except for the default hand pose, anyone know whats up with that?
@rapid wharf What's in your override file?

#

And do you have an animation controller activated on the avatar? If so, what's in it?

rapid wharf
#

Ahh I fixed it

#

It only did it after I used the emote I nice and it was a problem directly with the animation

#

Thanks though

heady talon
#

How do I delay an animation that activates through a hand sign? I thought I could just delay the keyframe but that doesn't seem to work with hand signs

torn pawn
#

enable object that has an animation @heady talon

heady talon
#

@torn pawn I'm sorry? Are you telling to just active the object?

torn pawn
#

no I'm telling you to activate an object that has an animation which plays whatever you need at wanted time

heady talon
#

My problem is I want one sound file to play after another with a gesture. They both play at the same time and everything I've tried doesn't change when they play

torn pawn
#

how is your animation set up? everything under single game object? or is it multiple objects+particles

heady talon
#

multiple objects+particle

torn pawn
#

then put all of them under game object (lets name it "1"), put everything under it, add animator component on that game object, select it and record animation at what time you want stuff to activate/deactivate, have the "1" disabled and with gesture simply enable that "1" game object

#

or with songs it's easier to just combine them into 1 with Audacity

lament kettle
#

so i see that some avatars have props that dont appear unless you do double gestures, aka two different gestures together - is there a tutorial on how i could do this?

lament prism
#

Is it not possible to animate skinned mesh renderers?

#

When I animate them, the actual animation doesn't start in-game.

stray juniper
#

i could use some help

#

I want to add an avatar animation that makes my character look like they are riding a motorcycle

#

but when I do the animation in the game, It just spawns the motorcycle and doesn't have the character in the position that makes it look like they're riding a motorcycle

#

what am I doing wrong?

potent hatch
#

I followed the steps to this video but my emotes aren't playing sound
I've done this before with a different avatar but I dont know what could be wrong I restarted the process quite a few times now and still the same result. Working emote but sounds I put in wont play
Help? Any thoughts?

wise dove
#

Hello I wolte ask how to insert an animation with Custom Shader into an avatar, e.g. when I make Fingerpoint that since the effect come

void nymph
#

Is there anyway to make animations in blender and import it to unity?

lament prism
#

Yeah, make the animation and when you import the FBX it'll import with it inside the fbx. Then just duplicate the animation . @void nymph

thick pasture
#

Hi! Uhmm i'm having some issues with an animation i'm making.. i want my avatar to sit still in an object and trigger the animation as a trigger animation, because i want to be able to move around while the animation is still keeping my avatar in fixed position.

Sadly, my animation works fine as an emote, but not as a trigger emote (by overriding a hand gesture)

I hope there's someone in here who don't mind helping me out - i' just started getting into unity and learning the ropes B)

void nymph
#

How do I add a walking animation, I have the anime. File

thick pasture
#

I think you just add the walking animation to a override controller

jaunty bone
#

ok so im attempting to place the wunderwaffe in my hand and it wont work, could someone help me out?

copper whale
#

Hey guys, I'm trying to use some extra gestures for my character, so basically, I want to make it so I can pull my gun out with rock n' roll and WHILE the gun is out, I want it to spin the barrel with thumbs up and fire with fist. BUT I don't want my normal thumbs up and fist to do any animation when the gun ISN'T out. TL;DR - I want to learn how to use dual gestures for a minigun to make it spin and fire.

#

@jaunty bone You're trying to place it in your hand or activate it? Did you press the play button? Is the weapon showing rather than being hidden?

median bobcat
#

do trail renders work for melee weapons

tardy patio
#

Mostly getting the rotation right can be tricky

median bobcat
#

how do i fix this, the end of the trail keeps extending and stays on a specific point

#

it still makes the trail but only on the specific point

blissful arrow
#

would anyone be able to give me some advice for setting up wheel animations for a bike?

young hearth
#

can do that in blender with shapekeys

#

add a bone to the wheel, go into shapekeys and add a blank shapekey > go into edit mode, rotate wheel fully, likely 360 degree and then it should be done after clicking on basis. Once that is done, throw it in Unity and you can make an animation out of it.

blazing bluff
#

Quick question, I have a model of a dragon that I want to be able to summon and have float behind me, and do wing flap animations along with a slight tail move. But every time I put the idle animations on it, it immediately goes into the ground. Can anyone tell me why?

full glade
#

Can anyone take a look at my avatar in Unity and see if they can figure out why the custom animations me and my friend have applied to the model don't work in-game? 😦

#

We just have two ones at the moment, a custom Idle and a custom Sprint.

#

And we've been at this for days now, trying to get it to work, tried so many things, tried using different kinds of bones, both normal ones, Dummy ones, tried using different kinds of animation controllers...

#

We're both at wit's end here now.

full glade
median bobcat
#

how can you make something in an animation stationary like if i want to drop down a boom box how do you make it stays in the same spot in the world while you move around

deft mountain
#

So....has there always been a 60 limit to emotes, and I just never noticed?

opaque mica
#

i'm unsure of if this goes here, but can someone give me the rundown on how I can get particle colliders to work with a local space simulation or make a world space simulation controllable on an armature? my avatar has a weapon that he aims and fires and i'm looking to make the beam explode on impact. please ping me if anybody has a response to this! i've been searching for an answer all day..

void nymph
#

How do animate a sitting animation? And how do I get those things around the hands and feet and stuff

void nymph
#

How do I make dynamic bones less jiggly

jaunty bone
#

@copper whale i figured it out, it wasn't in the hand of the main avatar

#

also, im having an issue with the soldier animation where the helmet smack sound wont play, got any ideas?

floral steeple
#

I have no experience with animation controllers and was wondering if this is correct if i want to on awake initatie the shrinking clip which then transitions into shrink and loops between shrink and shrink 0

#

Nevermind tested it and it's working as intended

void nymph
#

How do I put my custom siting animation? Someone help me with the process?

floral steeple
#

@void nymph Chair or avatar?

void nymph
#

@floral steeple lol I found it, I've meant prone I've been putting it in the crouch the whole time I'm so dummy dumb😅

proper hedge
#

@opaque mica use a joint connected to the armature, then put your particles under the joint. Alternatively use IK follower

opaque mica
#

@proper hedge i currently have the particles under an empty, but thay empty is under a joint. Does this make the system not follow the joint?

median bobcat
#

how are you able to switch models from emotes

#

and lock it in place

high rapids
#

okay, so im working on gestures and

#

whenever i click publish she turns into this

#

and looks stuck in the ground when i equip her

#

did i do something wrong

#

shes in a t pose when play isnt pushed

#

am i doing something wrong

#

if so how do i fix it

#

i dont know if this is normal because the only time ive worked with gestures before is with a 2d avatar

proper hedge
#

its normal, when you animate for a gesture your avatar will get stuck in that pose

#

thats why people usually duplicate their avatar for the sake of making a gesture

#

if she is in t pose when you are in editor mode, and she enters that pose in play mode, it might be an animator on your avatar

high rapids
#

i made an idle pose to disable all the elements for her other gestures and close her eyes

proper hedge
#

the object that has the avatar descriptor, you can remove the controller reference from the animator component

high rapids
#

how would i do that

#

just go to animator and set the controller to none?

proper hedge
#

yes

high rapids
#

is the animator itself broken

proper hedge
#

no it should just be set to none

high rapids
#

i see

#

uploading it now

#

i hope that works

proper hedge
#

check yourself in play mode first

high rapids
#

alrighty

proper hedge
#

do you have gesture manager in your scene at all

high rapids
#

no i dont think so

#

is that a package or

proper hedge
#

yeah

high rapids
#

no i dont lol

#

so far she's in a t pose

#

thats promising

proper hedge
#

yeah, her armature shouldn't change in play mode, there shouldn't be anything animating it in the editor unless you are running an animator. the game adds an animator reference to the object with the avatar descriptor, replacing whatever is uploaded

#

that animator controller has all your override clips and stuff, which is also where your idle pose is

high rapids
#

mm

#

uploading rn

proper hedge
#

does she enter motorcycle pose in game?

high rapids
#

just now getting in

#

moment of truth

#

...

#

yes ;;

#

@proper hedge wait am i supposed to put the override into the controller slot as well as the custom standing

median bobcat
#

what i meant was how do i keep the model on until i click an emote to switch back to the original

high rapids
#

that sounds like an inventory system but idk im very new to this

#

i just decided to copy the sample ide animation and paste it into my own idle gesture to see if that fixes it

gentle moat
#

@hollow perch didnt you make a script for reverting pose?

hollow perch
#

Hey, I can tell you how to revert pose

#

@gentle moat alt-click the "▶" in hierarchy to expand it fully, then shift click all the blue things (if you have any custom objects in black, unselect those using ctrl-click)

Then, click the little gear icon at the top right of the Transform section in the inspector, and choose Revert to Prefab (second option in the list)

gentle moat
#

hm

hollow perch
#

is there something extra you would need to do from a script

gentle moat
#

i have a script in my project that lets you do that and other things and i thought you made it

hollow perch
#

I have some scripts for skinned meshes, but not sure I have one specifically for pose changing

gentle moat
#

this one

hollow perch
#

actually I didn't make that specific script. @bold bay had a script that looked somewhat like that, but I don't think it ever got added to the prefabs db

gentle moat
#

interesting

#

i might be confusing it with another one

hollow perch
#

pumkin's tools?

gentle moat
#

i think so actually

hollow perch
gentle moat
#

yeah i think i have that one somewhere

hollow perch
#

it has joining meshes but not textures, and it's available in the gear menu for MeshRenderer. But doesn't have revert pose.

gentle moat
#

i see

#

thanks

median bobcat
#

ok so i have the inventory set up for my avatar with the model i want to swap to, how do i hide the original model while it swaps to the one i want and gain control of the new model

bold bay
#

@hollow perch it's definitely my script

opaque mica
#

why does the VRC_IKfollower component only work once then the particles never spawn again?

fierce bane
#

@median bobcat the only way to maintain control over both is to have them using the same armature. Disable one mesh, enable the other. Or use a shader value shift or material change to hide one and reveal the other

void nymph
#

@high rapids animating in blender is what I do then I export fix and put it into the override

high rapids
#

oh goodness

void nymph
#

@high rapids make sure when u put the fix file of the animation in unity click the arrow to show all properties of it change the rig to humanoid, then click the animation file change the name and duplicate it

#

*fbx

high rapids
#

the issue was that i thought i had to make a separate animation to disable effects on idle

#

lol

void nymph
#

Is it an idle anim?

high rapids
#

it was

#

It was totally unnecessary

#

Deleting it fixed the issue

void nymph
#

Lol just put the anim in the idle

high rapids
#

yep

#

Im working on fine tuning the shaders now, the anims work 👌

void nymph
#

👏

full glade
#

So, did anyone maybe want to help with those custom animations that I can't seem to make play in-game?

median bobcat
#

so when im trying to do a mesh render for an animation it stays on for a second, when i go and bring another material into the scene or click on anything some pieces just copy others and gives a look im not trying to do

fierce bane
#

@full glade Is your model set as a humanoid?
Does it have all the required humanoid bones?
Are your idle/sprint animations only animating humanoid bones from the muscle settings? (IE animator.left leg.stretched. It won't cause problems if you have others, but they will not animate)

#

@median bobcat Select your body mesh and record the material change there. Dragging it into the scene can have you miss what you're aiming for sometimes, or a second of lag might throw the position off, etc.

median bobcat
#

i did but like when i drag a material while recording the 2 mesh's just sync with eachother

fierce bane
#

The only reason I can think of for them to sync is if they share the same material slot

#

or if both are selected when you do it I guess

full glade
#

@fierce bane Not sure about muscles. The animations were made in Blender and exported in the .fbx file. Here is what I know we did do though: we set the model as a humanoid in unity, it has all of the required bones but not all of the optional bones, and only the non-humanoid bones are being animated but the mesh is linked to those non-humanoid bones

fierce bane
#

@full glade everything except upper chest, jaw, and toes are required for full IK (eyes only if using eye tracking I believe)
A blender based animation should work if it properly converted into a humanoid animation...but ONLY humanoid bones for an animation actually animate as I sad on the last line above

full glade
#

@fierce bane But I've seen hundreds of avatars in the game that had pretty much replaced all custom animations and looked nothing like a human. I've seen robot boxes on wheels.

#

I've seen floating ones.

#

How do you do stuff like that?

cold pulsar
#

You cannot do generic animations on a humanoid model. However you can do humanoid muscle movements for strangely weighted things to get what you want. (Have robot on hip and rotate hip forward on sprint). I've generally avoided custom animations post NetIK due to this bug though.

dull sleet
#

I know there are clocks in Vr chat , but is it possible to make a count down timer easily ?

void nymph
#

@full glade I just made a holographic avatar, I made an idle animation of my avatar floating just had to make sure one of her feet was touching the ground

#

Anyone have resource on how to make a prop appear when toggled somehow?

#

Like able to toggle it off and on?

lucid arrow
#

Can I ask, does anyone here know how I can create an animation such as I create a sword or cage and Im able to walk away from it?

void nymph
#

I made a holographic disk prop with an animation, do I just pair it to hip armature and put the animation in the avatar override?

void nymph
#

If I make a gesture toggle for a prop can I just make an animation of the prop and put it in another gesture?

floral steeple
#

@void nymph animation for the prop would go on the props own animator.
An animation to enable the prop goes on the gesture

void nymph
#

@floral steeple omg thank you!

#

@floral steeple would that enable the prop animation when the prop is toggled?

floral steeple
#

Yes unless you modify the controller by default it should play on awake (meaning when the prop is enabled)

#

If you ever get an error after animating that says that your character is missing limbs just disable/enable the parent object that is your avatar and that fixes that bug

void nymph
#

@floral steeple thank you so much it works!

floral steeple
#

No problem, by the way since your prop has its own controller you can now actually make your own state transitions

void nymph
#

@floral steeple state transitions?

floral steeple
#

You could make multiple animations and have the prop transition from one state to the next

void nymph
#

I just put the animations in the animator and make transition links to each one?

floral steeple
#

Yes

#

Right click the default state and then make transition and then click the next state

void nymph
#

@floral steeple 😍 genius THANKS!!

floral steeple
#

this way you can for example have a drone launch from the ground and then hover next to your character.

If your prop is similiar to such a thing i suggest also making it a dynamic bone so that it moves about with your characters movements in a less static way

#

There's a prefab for Pet movement which has preset bones cant talk about it apparently lol

void nymph
#

The one leg is stuck on the bottom

floral steeple
#

is that your actual avatar or a prop?

void nymph
#

Avatar

#

Its holographic type shader so it blinks

floral steeple
#

Which leg is the issue the right one?

void nymph
#

The one facing down it's supposed to be moving up and down with the other one

#

Like shes floating

floral steeple
#

oh hmm havent really messed much with that but if you want it to just float around you could probably unmap the leg bones so they arent seen by vrchat unless that blocks upload

#

obviously would limit mobility

floral steeple
full glade
#

@void nymph Wouldn't it just be possible to do one invisible leg touching?

clear yew
#

OK I have searched the whole internet pretty much

#

i have no one to ask except you

#

how to apply animation to your avatar

#

like I have seen people launch lazer beams in the air and then a massive explosion happening right after

#

possible to do with particle systems

#

? human language

#

maybe?

#

?

#

just if could add detail would be nice lol

#

detail about what ?

#

If you want to do a laser beam with explosions, you can use particle systems to do that

#

if you don't know anything about those then the best thing to do is to watch some tutorials about them to learn what they do and how they work

#

they got a lot of different modules for different effects and they interact with each other differently

verbal warren
#

Hey um can anyone help me with this problem i have a particle Aura system for a model but the aura keeps jumping / stuttering away from where i placed it from my point of view but for others its where it is suppose to be ill post 2 images the FIRST one is from my Point of view and the SECOND one is from my friends ( the one from my point of view you can see it in the mirror )

forest plover
#

not sure if this is the right discord to ask in but, Im trying to learn how to make better animations, I can do basic things like adding weapons or whatever and sound effects to override a gesture but I have no idea how to make these amazing animations I see everywhere where its like watching a movie with all the effects going on and I can never seem to find anything good online to teach me how to do any of those things, anyone that could give me a hand or know of any good resources to look at to learn to do this kind of stuff?

copper whale
#

I'm in the same boat as you @forest plover

heavy oyster
#

I made a simple animation for a rigged gun, just the slide blowing back and some particles, how would I put that on my avatar and then use it with override animations?

void nymph
#

to make a tail wag animation can i just make the wag with my idle animation and put it into the idle animation?

#

or can i just make the animation in blender and put it in a controller on the hip bone?

clear yew
#

Both can work
Personally, I think it's easier to put an animator on the tail root and animate from there

void nymph
#

@clear yew oooooh im gonna do that thanks ❤️

void nymph
#

prop animation isnt playing in game

potent hatch
#

What would it take to create a basic animation like a Kamehameha wave, hypothetically using Some kind of particle system,
Animation, and causing sounds to play on que. I have no experience with unity animation or particles, but a lead would be good

clear yew
#

And how do you make avatar animations work in the mirror?

#

Secret squirrel stuff.

clear yew
#

Hello, i am curious, anyone know how did we make animation who touch the entire world?

#

Like change the color of the sky?

#

I am searching too how to make character who make appear some objets? like a ballon and can make disappear just after

#

like in this video

void nymph
#

can props have bones?

mental carbon
#

I think i will ask a dumb question but anyway : i made an animation in loop that is use in an animator controller. I added the animator component on my avatar ,i filled with the animator controller that use the animation. when i play on unity that work but in VRC nothing. Someone as a clue to help me ? thx

void nymph
#

it is a gesture toggled animation? or emote or default animation like a walking animation?

mental carbon
#

more like an idle

#

well i finaly found what was wrong , i don't need another animator controller spécialy for that on the avatar i need just to put in the customoverride ^^". sorry about that

void nymph
#

@mental carbon lol i did the same thing almost when i was figuring it out, i been putting my custom prone animation into the crouch idle instead of prone

stuck spade
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i added a custom blink to my avatar (animator on Body) and it works in Unity but it doesnt show in vrchat mirrors or anywhere, how do i fix that

blissful arrow
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what does these ones mean do the numbers align with left and right and if so which?

clear yew
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how do i animate my 2d avatar to do this when i talk, im hella new to this and when i look it up i find nothing

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i have it ready to upload its jus im trying to add this

blissful arrow
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Is it possible for me to using unity animation rig my characters and shape keys in blender to animate this bike

void nymph
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@blissful arrow make a duplicate put the animation into the model make sure you delete the override on the duplicate you will make the animation on...then on your duplicate go into animate and locate the animation then you can press record and edit the animation

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@blissful arrow see if that works

blissful arrow
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I’ve done this and it just has my character tposed in the bike...

steep vortex
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my dynamic bones won't work for the first time. no matter on which bone i try to add it, it just won't move in Play mode. I restartet my project and reimported dyn bones, nothing works. anyone had this problem before?

uneven acorn
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is it possible to make toggle-able emotes with shape keyss :v

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and if it is how do you do it

analog pivot
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what do you mean by toggle-able ? - switch on and off - shapekey is just mesh deform

uneven acorn
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like have the shape keys lock for the emote@analog pivot

analog pivot
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shapekey lock can be done with unity -

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  • body - blendshapes - set to 100 the lock you want
uneven acorn
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but like how can i make to where i can toggle the blendshape on and off through my emotes

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basically is there a way to make an inventory system but instead of enable and disable objects, its through shape keys

analog pivot
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blendshapes are control via override controller / you can edit animation files for blendshapes and combine them - you can also edit logic for override controller for adding inventory system - there is tutorial for inventory system on youtube

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what is your goal ?

uneven acorn
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the inventory system on youtube is for separate objects on an avatar, what im trying to do is have a inventory system to where enable and disable wings that i have on my avatar which are all on one mesh

analog pivot
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if wings are sepeate mesh you can use animation / .anim files for "Is Active" and toggle them on and off

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you can separate the wings with blender

uneven acorn
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ooof

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i was hoping not to separate them

analog pivot
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i'll seperate the wings for you 🙂

cyan prairie
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Oi. I got a question about small animations

analog pivot
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Ahh ok

cyan prairie
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I have a animation where I pull out a clipboard and it just sits in my hand whilst i'm doing the thumbs up emote

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but when I stop doing the thumbs up emote the clliboard stays in my hand

analog pivot
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create new idle animation add deactivate clipboard to it

uneven acorn
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@analog pivot its okieee like i can do it but like i wanted to keep everything one mesh ;-;

analog pivot
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i'm sure there is way to do it - idk other way - perhaps with alpha but idk

uneven acorn
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reeee i guess ill just work with what i got

analog pivot
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@uneven acorn - you can make new shapekey by blender for wings - then you keep single mesh

uneven acorn
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i did but i wanna be able to enable and disable it like the inventory systemm

crystal surge
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Hey guys, how are you? So i was putting audio sources on my custom avatar. it works but it is too quiet. How can i make it louder? I can send screenshots if needed. thanks

void nymph
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what is MME?

clear yew
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Excuse me, anyone know how to activate a shader in game? (with a character who have already one)?

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@crystal surge Increase it with Audacity maybe? It can be very quiet if it was very loud before, vrchat limit the big noises

cedar stump
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Heya everyone, I already asked in avatars but the question seems more appropiate for this channel.

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I have costum avatar in unity with working animations i can toggle via the EMOTE menu. It's dancing emotes and I want to be able to loop them. How do I go about doing this?

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So the avatar animation keeps on repeating until the player moves

blissful arrow
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why won't the animation work? i've overiden them but it wont change...

burnt vector
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Hi

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can I change Viseme Blend Shape in animation?

analog pivot
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yes you can do this with animations - is how you make them work

burnt vector
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@analog pivot can you tell me how?

clear yew
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How do I manually re-path find this bs?
Literally just animated this by hand, un-hit the play button and it all instantly says (missing!)

clear yew
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Oh, i think i see what happened

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Totally didn't rename the particle systems while play mode was enabled and forgot

opal wing
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how to make fading particle?

crude valley
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You can use 'Colour over life' or 'Size over life' to decrease the alpha or scale the particle down over time to give the look of fading away. Both are options within the particle system.

sterile vigil
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I have an Animator Component on my Avatar's EarsParent bone that plays a looped animation. This animation plays correctly when enabled.

I am trying to make a gesture turn the Animator on when the gesture is made, and turn the Animator off when the gesture is not being made.

This is being done on an exact duplicate of the avatar I intend to upload, and the duplicate I am working on has an empty Animation Controller in the Animator Component in the first object in the hierarchy.

However, when I Record enabling and disabling the Animator in the Animation dopesheet, it says that it is missing.

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Can somebody please help me? I feel like this is a minor thing that I simply overlooked.

opal wing
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Does it give u warning about "legacy" things?

fast dagger
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ok so i have a mmd dance i want add a key frame to enable the song on the avatar armture but cant seem to work any help

sterile vigil
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@opal wing no Legacy warning, just that it’s “missing”

I have read somewhere about that Legacy issue. Does doing so have any affect on usual Avatar actions and movement?

opal wing
patent crane
young hearth
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@lusty kindle it is an animation issue, because you have put in a new mesh

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the model is detecting that something is not originally there, hence You have to redo the animation

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the easiest way to fix this is to copy the values that You see grayed out or take a screenshot and save it elsewhere

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put the new prefab accessory on and then Go to create a new animation

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and it should allow You to move the tail

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just put the values you see back

lusty kindle
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i see. Basically fully redo the animation / copy it - in to a different animation file

young hearth
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yes the value, but i don't think you can copy and paste the animation file directly

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things tends to go wrong even if it works

lusty kindle
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It's only the values of one property. I don't have to assign it a new animation controller though, right?

young hearth
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i think so yeah

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if its just the tail then its just the tail

lusty kindle
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i just copied those values, for some reason it freezes them up at a random number again

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guess i'll try again but in stead of copy/paste i'll manually input them

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there aren't that many fortunately

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I take those words back - i can't even edit a single keyframe

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when trying to change anything it locks to the same value as before

young hearth
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did you create it new?

lusty kindle
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yes

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it has the same name, though

young hearth
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try using a different name, likely no space

lusty kindle
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i'm just going to screenshot it throughout -

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random values

young hearth
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hmmmm

lusty kindle
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i assume my hierarchy looks the way its supposed to?

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the mesh of the asset is next to the root of it

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For no animation this works fine. I can walk/sit/lay down with those wings staying on my back. However, as for my tail, i have two different wagging animations, one on the root tail bone (slow wagging) which works perfectly and fast tail wagging on the hips bone, but the animation file itself doesn't work, not even by preview, which is the problem i currently am having

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I know for a fact this worked up until i added the wings

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Please ping me again, if you could help me. Already appreciated

young hearth
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@lusty kindle sorry about that, had to run some errands. Okay so, we have to identify the problem and you already pin pointed that its the wings. So for the wings to work on your avatar, it doesn't have to necessarily be Under the Body bones. For unity to add accessories I believe it just needs to be connected to your Armature so that when you select Armature it will highlight everything altogether.

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not sure if i remember seeing anything, but i do remember that if you move anything with any bones, the scene asks you that things may break.

lusty kindle
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Thanks for the reply. Yet instead i must admit i tried going back to blender and combining the wings with the avatar. It is possible, and it certainly looks a lot more solid in relation to the model's animations. I just stayed away from doing that since animating body parts especially when its scaling of certain bone structures, looks not all too good in unity. But, in the end i think i managed to figure it out.

young hearth
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Ahh yes thats one way

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going back into blender and rigging the wings into chest or body would be ideal

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however adding dynamic effects such as it moving around would have to be animating yep

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it doesn't need to be in a dynamic bones

fringe gust
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I'm learning how to get physics animations baked and imported to unity and it mostly works but during game playback the model as a whole will kind of rubberband back and forth while it animates. Looks fine in Blender so it's something in the export or Unity causing it. What's the simplest way to get a shape-key'd animation from blender into unity and make it play correctly?

late quiver
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Hey guys, I have a concern and question. So I have a valve index right? Yeah great and all but, it won't use any of the animations set for the avatar it its hands. For everyone else who doesn't have fingers its fine but for me its just being wonky. I did get it to work for like 30 minutes but then I had to reupload it cause I needed to fix something. Any fixes?

fringe gust
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I got the jiggly issue to go away by unticking resample curves AND I figured out how to animate locally, since it was applying itself to global coordinates for whatever reason, but I still have a weird scaling issue where the whole model slightly moves over the course of the animation and also seems to scale along the Z axis too, like the origin is moving/rotating or something weird...

hollow lark
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Anyone know how I can fix my animator issue? This door is supposed to open and I've double checked that the animations are right. In the animator window it seems to work but not in play mode. Posted this in the wrong chat at first so I moved it here.

timid prawn
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Use bool in the animator. And have a trigger enable it

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Better have separete object for animation

hollow lark
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I've tried using a bool and I have also used the trigger to enable it in-game, still, nothing.

timid prawn
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Something to do in the inspector window probably

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Notnsure why thebblue bar go back

hollow lark
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It's because the animation is 2 frames long for each state, transitions do the rest

timid prawn
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You can have longer animation. It wont brake

hollow lark
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I know I just did 2 frames. I'll try some more and see what it does

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Still nothing

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I might know the issue now tho lemme try something

timid prawn
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Its a toggle or fals true

hollow lark
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Yup found the issue

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It's because of the Udon script

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It works now

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It controlled the root motion for some reason

timid prawn
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You still have to have a script to enable the bool

hollow lark
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Yeah that part I know how to do