#animation

1 messages · Page 124 of 1

timid prawn
#

Thats good

hollow lark
#

I'll just put the behaviour on a different object I think

timid prawn
#

You can public it to it

hollow lark
#

yeah

timid prawn
#

Something like that

hollow lark
#

Yeah it works just gotta fix the colliders now thanks

cosmic stratus
#

hi maybe someone can help me i cant creat an animation anymore on a model it just creat it but i just cant edit anything someone has the same problem ?

cosmic stratus
#

nvm i got it

blissful arrow
#

so i have a question?

golden oyster
#

@blissful arrow are you going to use a vr head set or desktop mode?

blissful arrow
#

headset

golden oyster
#

i am in the process of recording what my problem is when i use a head set.

#

so far i have done a few trial and error stuff to see how to get this to work.

#

the only thing i am trying to animate is to have it appear from a hand gesture with the model riding in it.

#

i ether need to make a separate model of the bike and a copy of the main model fixed in the position and hide the true avatar. or make it so that the vr headset motions don't override the animation.

tacit axle
#

I don't believe there's a way to stop the ik from following head movements, you're probably going to have to add a separate biker for the gesture and hide the mesh of the real avatar. (make sure not to hide the skeleton itself, that makes it to where the character itself isn't active and you have to reload the avatar to use it again.)

golden oyster
#

@tacit axle i did think of that but if i hide the (body) that is under armature in the animation but all the meshes hide including the other bike model.

tacit axle
#

then it may technically be one mesh, as in the bike and biker are part of the same data. this could be solved in many ways. you could probably 'shrink' the bike to fit inside the real character, then use the second character's bike for the hand gesture. this is if the bike has a bone of course. another way would be to use blender to make the bike and the rider completely separate.

golden oyster
#

i do think i might make a viseme for switching the mesh as a last resort. right now i am switching the material on the main avatar into an invisible one.

tacit axle
#

that works too

golden oyster
#

so invisibility shadier did not work but the bike model was doing what i wanted so i am sticking to that separate model method.

#

now i am going to see how it fairs with no shadier or material on at all

#

i know it can be done i have seen avatars on YouTube ride on a go-kart.

verbal ether
#

Anybody know how to make an animation move an object at a constant pace, as appose to it speeding up and then slowing down at the end? (essentially make a smooth loop)

heady talon
#

anyone know why adjusting hand positions transforms isn't saving in the animator for 2018 unity?

amber lagoon
#

Im looking for some help with converting a VMD file into an Animation or prefab file i can use in unity. i have tried for HOURS (like seriously 9 hours straight)and cannot get it to work

#

If anyone would be willing to help, or even do it for me i can send the VMD files, i would be so very grateful, ive given up

heady talon
#

This uses a few unity prefabs that convert VMDs to a animation file to use in unity

#

takes like 2 mins, if you want shape keys that will take a little longer (like 10 mins) and more steps

amber lagoon
#

Thank you!!!!!

heady talon
#

@amber lagoonAlso, I highly recommend that you use a sperate unity project for this process. And preferably Unity 2017

golden oyster
#

@blissful arrow i figured it out and can help you

amber lagoon
#

@heady talon It worked! thank you so much! now to figure out how to make a Prefab again 😅

heady talon
#

np. Glad I could help

dim pollen
#

my muscle animator wont work it says no humanoid when the avatar is humanoid??

frozen swift
fleet tinsel
#

did you put the animation in the pet controller

atomic axle
#

Can anyone explain why the Unity 2018 is harder to use than Unity 2017 animation wise? Also can anyone explain why Unity 2017 has lost all the vrc scripts for avatar and world creation? Is it because it's dated now?

#

Only asking because i can't seem to do animations on Unity 2018

atomic axle
#

nvm problem solved

dim pollen
#

anyone else not have pavo studio not working? it keeps saying my model isnt humanoid when it is

heady talon
#

does it look like that in vrchat?

bold bay
#

@verbal ether in animation window, click “curve” in bottom to see the curve view, and right click on key points on the curve, select tangent/linear

heady talon
#

man I'm still having problems with muscle animator not saving my finger transforms

dim pollen
#

my muscle animator still says it isnt humanoid when it is

#

can someone help me :,((

daring creek
#

So I'm running into an issue where when I start a gesture it takes like 2-5 seconds to actually appear and its extremely slow. I checked the animation file and it is on the first frame and doesnt have anything else going on. Am I missing somethin?

fleet tinsel
#

I'm officially confused

#

So I have an animation on an animation controller, all I do is put that controller on the prop animator right? And it should work?

thorn turret
solid ivy
#

How do I make so I can spawn in an animation and then just go away?

wet marten
#

Anyone ever have an issue of an animation working in unity but not showing in VRC?

wet marten
#

I dont see any reason why this shouldnt be working

blissful storm
#

if you're making a gesture facial animation all values should be pasted at the 0 second mark and the one second mark

#

not sure why you want it to last for three seconds

wet marten
#

It's been working flawlessly doing it that way with all of the other anims

blissful storm
#

so when you hit the play button in the animation tab what is your avatar doing?

#

because i never ran into an issue with facial gestures if i copied and pasted the values at the said two marks

dull sleet
#

Im having a bit of a problem right now due to the update. I had a screen shader playing during an animation that would spin the screen around while an object was on the scene and now the object isn't affected at all ... but only for me . every one else in the world sees it fine. I was dropping the object using a rigid body without any attach point i don't know if that's related. The most annoying part is that everything is fine in unity.

fallow quarry
#

ayeee anyone know anything about avatar animations please dm me

stable folio
#

Hello, I have a model that's in a wheelchair and I'm trying to disable all the walking and standing animations but can't seem to get it to work. Anyone have any ideas?

keen bough
#

alright, i'm needing some help with animations, i have 2 models: one with animations, and one without animations, one has a humanoid rig, and the other has a generic rig, but all of the bones are in the exact same spot and have the exact same names, and while animations for the body work just fine, any animations for the eyes and eyelids do not work, and while animations on a generic rig work just fine, once converted to humanoid, the eye animations cease to work, is there a way to fix this?

#

like i said before, both skeletons have the exact same names on all of the bones, and none of the bones have had their positions or sizes modified

radiant ember
#

can i ask questions here~?

#

my animation cannot control the prop switch

still compass
iron stag
#

would anyone be able to help me with making multiple objects appear in one animation?

#

I have a animation set with audio where I want a object to appear, stay for a little then another objects appears then another object

#

all in one animation

proper hedge
#

Use the animator component

iron stag
#

how so? Not too used to that

#

most of my avatars I normally can just make a animation and boom

#

never tried this before

proper hedge
#

Make an animator controller. Drag an animation clips into it. Make sure you can see the animator window in unity so you can do that

#

Then drag the controller onto an object so it adds the component + controller

#

Then use that to animate what you want

#

Has to be child objects of the animator

iron stag
#

ah ok so I see the animation in the animator

#

just kinda confused how to do that still :/

summer mortar
#

can anyone give me basic tutorial links for animating in Unity i'm a begginer and i'm confused

#

much appreciated

swift patio
#

Hello, I come here with an inquiry. I want to be able to activate a gesture in 1 hand, and then have it activate a separate animator in my other hand.

i.e. I pull out a weapon in my right hand, but activate an effect that is only activate when that gesturing is playing with my other hand.

Would I handle this by doing an animator swap, or add-on in the animation? Or am I looking at this incorrect.

fleet tinsel
#

i want to toggle armor but have an animation (summoning circle to appear) upon toggle and the armor will stay on but the animation goes away ...can anyone answer this

proper hedge
#

do walk overrides work yet?

clear yew
#

What are overrides?

fallow quarry
hollow salmon
#

@proper hedge Depends if the avatar is Generic Type, or Humanoid Type. Either way, I'm sure both work just fine.

proper hedge
#

it's a humanoid. they weren't working for a long time so wondering if that was ever fixed

fallow quarry
#

bah!

hollow salmon
#

@proper hedge I've used them before. They seem to work fine.

fallow quarry
#

hey can anyone dm me, i need help!

chilly pilot
#

haven't done any complex animations in a while. Do we still need to jump through hoops to get world particles to function properly

fallow quarry
#

he guys please help sauce (:

#

swag

fierce bane
#

@fallow quarry usually caused by an out of date MAE

fallow quarry
#

@fierce bane haha can you explain a bit better what does that mean

#

🙂

fierce bane
#

MAE = Muscle Animation Editor

pine wadi
#

So, I am suuuper new to unity and, well everything avatar making related. Trying to make this animated fly for a thing with a friend. I have the fly and animation. I thought I added it, but in game it's not actually animated. Anyone able to help me out?

glacial breach
#

How to i fix the motorcycle pose? my old method stopped working

cold pulsar
#

@pine wadi You can't use an animation like that, the fly should have an animator that loops the animation

pine wadi
#

Alright. So add animator component and add the animation to that?

chilly pilot
#

Does anyone know how to achieve the effect of a texture wrapping around a mesh? Meaning like, shooting a gun; the gun leaves a crack in a wall, and the crack conforms to the geometry of that wall. I've achieved something sort of like that, but it only works on flat surfaces because it uses a plane to project the particle effect on.

heady talon
#

@chilly pilot you have to fiddle around with cameras and projectors. But I don't think that's possible in vrchat. At least, not in other worlds or easily. You can look up deferred decals and look into that. Or how to project decals. I've only lightly touched this subject and gave up cus it was too much work than what I was willing to do for a public model.

chilly pilot
#

I remember there was an avatar a while back that could do it. It was a Mudkip that could puke, and it splattered on to the world itself. I wonder if I can find that somewhere.

heady talon
#

oh now that you mention it I remember a "nutter" avatar going around that was just an edit of the butter avatar and had its puke form to meshes

chilly pilot
#

Form to meshes?

heady talon
#

it applied itself to avatars and such

#

basically everything present in a world that had a mesh besides water

chilly pilot
heady talon
#

seems interesting

#

booth has a lot of good stuff

chilly pilot
#

mhmm

#

for now though I'll settle with this

fallow quarry
#

@fierce bane hi hello how to i fix it or update it

#

it's like i worked so hard on it and i dont want it to be ruined because of something small like this

fierce bane
#

@fallow quarry if you bought it from the asset store, update

fallow quarry
#

welp rip thanks bb

keen bough
#

is it possible at all to create an animation the uses bones instead of shapekeys?

#

rather, a blinking animation, the model i'm working with lacks any kind of shape key and instead uses bones for the top and bottom eyelids

keen bough
#

never mind, i finally figured it out after a bunch of testing

fleet tinsel
#

i have an armor and i want an animation to play when the armor is toggled only for a few seconds then the armor stays on....someone help me figure this out

fleet tinsel
iron stag
#

If I was trying to animate a car driving in, how would I do that?

#

like just a car that I have a package of already just moving

thick pasture
#

Is anyone on atm who has got a strong clue on animators and rotations in animations?

#

I'm having some small issue that i can't seem to solve atm in an animation i made with the use of animator controllers

sharp tartan
#

Anyone know why my pos doesn’t change in game but does in editor

#

Realized this is the better chat for it

clear yew
#

anyone know any good animation avatars i could get?

little elk
#

Does anyone know how to animate in unity im looking for someone that can do something for me, willing to pay

sharp tartan
#

is there some option im missing for the pos changing?

#

and in editor it looks like that but in game the character stands there but does the pose in the anim

cold pulsar
#

Might be better to just disable your main avatar and enable a duplicate with the baked animation

fringe gust
#

What's the basic setup to trigger an object animation to play? Everything I'm finding is for avatars. Specifically which of the animation actions should I be choosing? AnimationTrigger? I'm just animating a button press.

fringe gust
#

Lordy, I figured it out. Not really intuitive that the animator needs to be on the parent object as opposed to the child that's actually moving (the button itself) :\

median tiger
#

Hey guys. I have a prop with an animation on it set to play with being activated. In game it's not working. In the play mode on the 2018 unity is does play as intended. Anyone know the solution to this issue? Please at or dm me if so! Heres a preview of the animation.

final fiber
#

If I wanted to make a unique idle animation should that be done through Blender, or Unity with Muscle Animation Editor?

clear yew
#

mb who have dance Inspiration in vmd format?

old trail
#

Hello-!
Maybe someone on here can help me.

I'm trying to spawn world objects using a rigidbody and a fixed joint.
The spawn does work, and I can move without the objects moving.

Though I encounter following problem: If I end the animation and then start it again, the objects don't reset their position.

clear yew
#

You need to manually reset the position to 0

old trail
#

So I should just use a second animation that sets the position to 0 for the world objects? Gonna try it- thank you

clear yew
#

That or set it to 0 when you activate it
You got different ways to do it

old trail
#

Thank you!

torn shale
#

Hi, I was wondering if someone could help me with this. I'm desktop user trying to have an animation (fortnite emote) on my avatar but I want to have it loop and with a song playing along with it. Could anyone help me out in how to achieve this? Currently it just plays the animation once

#

and without song

cold pulsar
#

Don't have it be an emote, toggle a seperate model that plays the animation loop on gesture while making your main avatar invisible.

torn shale
#

any guide you can link me to get me on my way because this is something I have no experience with and I assume it involves some scripting no?

cold pulsar
#

It's animation. You should look up tutorials on basic unity animation

torn shale
#

ok I'll have a look but one specific question though. How do I trigger my avatar to turn invisible and the other to turn visible? Is that with the shift+F1 command and the others?

cold pulsar
#

Shift+f1 ect are the gestures yeah. You can make your avatar invisible by disabling your body gameobject

torn shale
#

ok so making the avatar visible and invisible and playing a looped animation can all be achieved by using the in-engine animating stuff? And this will end up to be one of these thingies?

cold pulsar
#

Yeah thats an animation. You need an animation to enable the second model and disable your own. Then that second model has its own animator and animation that loops the dance you want to do. When you let go of the gesture it will revert back to the original state

torn shale
#

alright, I'll do some digging on how to do this. Thanks a lot!

torn shale
#

Could anyone help me through this personally? I have looked at tutorials for an hour now and none seem to explain what I want to achieve. They just show how to put an animation on an emote or trigger slot. Not how to toggle your avatar and have a custom animation play on loop on the second avatar. I'm at a loss

cold pulsar
#

Don't look at vrchat videos. You want basic unity stuff

torn shale
#

can you link me a video in that case because there are like thousands concerning animation. And I don't need to make an animation per se. I have the animation already for the fortnite dance.

cold pulsar
torn shale
#

Ty! I’ll check that out once I’m home

winter storm
#

Hey, has anyone got chairs/seats to work on avatars since the new update? @ me if you've done it, because I'm struggling to make them work since the new update broke them.

young hearth
#

@winter storm chairs/seats needs to have an animation in order for it to work

winter storm
#

How would I go about applying one to them?

#

and how would I have them permanently on?

young hearth
#

i haven't explore the chairs thing for worlds or avatar gestures yet sadly so i don't know

#

all i know is that in the new sdk version thats what you have to do, it was mentioned in the patch notes

clear yew
#

to make the chairs work on avatar, you need to activate them through an animator

#

I've tried to have two avatars, and toggle one with an emote,when I uncheck the "Is Active" in the animation for that avatar, It works well in the preview (although the model of the main avatar is in a weird position). But when I go to VRChat and play the emote, my avatar goes into the weird position for 2 frames and nothing else happens. (the avatars are two completely different ones)

#

Does it have to do with the update or am I doing something wrong? Because I have done pretty much the same as some tutorials but it won't work

torn shale
#

I'm really still struggling with the above issue, I watched the whole tutorial and applied what I saw in there, now I have my second avatar as child of my first. And I got the animation on the second one with a controller attached. Now how do I trigger this animation in-game and how do I make my first avatar dissappear when it plays?

clear yew
#

I think it is with the "Is Active" option, according to the tutorials I've watched, but I cannot get it to work, so...

torn shale
#

where do I find this option?

#

or the specific tutorial you found?

clear yew
#

Something like that

#

You have opened the animation controller. You don't need that right now. Instead, you have to open the animation tab and select the avatar

#

But you should do that on a copy, because it kind of screws the model

torn shale
#

I am on a copy, and in the animation I add my original model and make it inactive right?

#

and then add this animation to one of the triggers on the vrchat animation controller?

clear yew
#

Also, this one explains animations a bit better even though he doesn't explain how to hide something

torn shale
#

oh tupper made that, can't believe I hadn't come across that one yet

clear yew
#

xD, it's quite long

#

But the animation part isn't that much

torn shale
#

the best tutorials always are haha

#

hmmm my add property button is greyed out :/

clear yew
#

You have to select the avatar or something

#

Where you have "applied" the animation

torn shale
#

oh it's not supossed to be a child I don't think

#

I removed it as a child and now I can add it

clear yew
#

Although I haven't managed to get it working on VRChat, just on the unity preview 😔
So I'm not too confident on my knowledge

torn shale
#

I can't add my og model as property it seems. only part of the second model I'm animating

#

so I can't turn it invisible for some reason

#

I did it, I think 😄

silver egret
#

what does this mean?, I'm trying to do a sit pose and i can't add any value to the existing one, if i record and then add a new property everything resets

half marlin
#

everytime I go to export a model, an animation starts playing, anyone know why and how to fix??

torn shale
#

If you worked with a double you have to make it invisible before uploading. Only make your main model visible

half marlin
#

I'm restarting my animation, and I want to make one where my model dissapears, but when I animate, it doesn't give me the option to make my model active ??

torn shale
#

I'm having an issue as well, I did everything right (I think). I have second model on which I made the animation then put that animation as 3 of the triggers just to make sure it plays. But in-game it doesn't play. It also looks like I'm playing with both my avatars overlayed on eachother. Even though one should be active and the other not

torn shale
#

ok I managed to make it trigger at least, but now it just makes my avatar dissappear and I see no second one and hear no sound

gritty wedge
#

Is there somewhere i can find nicer pre made female idles?

torn shale
#

please help me, how do I make it so only one of them plays when I trigger the animation? If I disable the animated one before uploading it doesn't show. If I make the original one inactive in the animation timeline it doesn't show either. Only if I enable both of them does it show up in-game...

neon dust
#

Question for anyone generally smarter than I. I've been working on this avatar for a bit, and yesterday I hit the point where I laid out everything. facial animations for gestures on point, dynamic bones, shaders, and the mesh itself all properly intact. But when I go to upload it, it defaults into this idle animation that in turn, at least to what extent I can deduce, breaks the model's animations, causing it to move its fingers on its own and make subtle facial expressions. I attempted to replace the idle with something else, only to find the damage was already done in that regard and the facial expressions were still a little borked.

Any idea on how to fix this, or if I'm wrong about the problem, any idea what that could be?

#

Before the update I generally never needed to replace the idle in the override, and it would come out in the A pose as per usual, but ever since then no matter how many iterations of the avatar I pump out it all results in this one primary issue.

cold pulsar
#

@torn shale You should be disabling the body of your main model while enabling the second models main game object via gesture. I'm unsure what else you are doing.

#

@neon dust I don't quite understand your problem. Is it stuck in idle like that in game or in editor? Idle animations are mostly ignored when the user in in VR.

neon dust
#

That's the thing, its not ignoring it completely for whatever reason. Its allowing me to use gestures and the overrides kick in promptly, but there's this faint trace of the idle animation that generally shouldn't be there i.e. the fingers moving around on their own and the face on occasion making a subtle expression.

cold pulsar
#

From what I'm aware that has always been there. Whats wrong with taking the provided idle animation and removing those idle movements?

neon dust
#

See that's what I pretty much thought as well, but when I looked into the provided one just a few minutes ago, the movements aren't actually coming from there. oy vey.

#

Also double checked to make sure my shapekeys weren't out of order in any capacity, no issues there.

cold pulsar
#

The default idle animation has finger movements and such so you can try to cut those animations and see if it does anything

#

It may be more obvious on some models versus others

neon dust
#

Fair, I'll attempt this and see what comes of it. Thank you kindly

autumn quail
#

Hello! I've been having trouble getting a "Tail wagging" animation to work. I wanted it to be an idle animation so it is always going. I was following this video but i am not quite sure what I am doing wrong. The animation is made and i have it applied to the animation controller. Then I made an Animator Component on the parent bone and made sure the path was correct. However it still didn't work. https://www.youtube.com/watch?v=W7jcRSkOT5U

how to create always running animations for your avatar without using legacy animations

▶ Play video
torn shale
#

@cold pulsar What do you mean by enabling my second models main game object? It's just a model like the first one, with body/armature

torn shale
#

It seems that when I disable the body of my model it disables both bodies of both models...

#

even though I selected my first model specifically

raven glade
#

I haven't worked on animations in a while, how do i go about a gesture animation with a componet longer then 2 frames? without the hands 'slowly' morphing.

sage vector
#

Does anyone know how to make a audio play once when your avatar spawns in?

winter storm
#

@clear yew do you have a guide on how to do so?

clear yew
#

do what ?

winter storm
clear yew
#

"Chairs on avatars will not work unless they're enabled via an animator. This is not intended behavior, and will be fixed."

winter storm
#

Yes I see that, and that is what I am trying to do. I have an animator, I am trying to use it to enable the seats. However, it is not working, and I was hoping that there would be a guide so that I can see what I am currently doing wrong so I can fix it

potent hatch
#

Anyone know any good tools in unity to test avatar walk cycles/ Dynamic bone movement. Or maybe just general tools for avatars that you might think useful that I should know about other than the SDK of course. Interesting little tools that are helpful

merry tiger
#

You guy's know why on the animation i create when i'm in game when i press another gesture than where i set the animation it's working until the hand recover the good gesture ?

misty eagle
#

You can't have animations on gestures iirc, not long ones

#

Gesture animations have to be a single frame

#

If I remember right, if you want an actual animation on a gesture you have to use the gesture to spawn a duplicate which plays the animation

merry tiger
#

No it's just like animations on like framerate 00:00 to 00:01 for activate a sound or make move a part

#

I have for example a dragon and the sounds when he breath fires activate when i'm pressing something else and i don't know how to fix that it happens to all the avatar i create actually

fathom field
#

So when will generic animation be fixed?

earnest lagoon
#

It’s still not fixed?

dim olive
#

@fathom field they should be working as of today's patch

fathom field
#

really

dim olive
#

Yep it was part of the patch couple hours ago

fathom field
#

ooo

#

imma test

earnest lagoon
#

👀👀👀

#

Also uhhh quick question

#

Can you animate non-humanoid bones on a humanoid avatar?

#

Or will they just get ignored?

fathom field
#

well

#

my friend said it still doesn't work

earnest lagoon
#

Yeaaa so I’ve heard

frosty moat
#

so Im told the reasons my seats dint work now is they need to ba called with an animation? how can I do that?

#

don't*

orchid flint
#

Is it possible to make animations in the emotes loop indefinitely now that you can just walk out of em?

chilly kernel
#

is there way to make particle system not roll

#

it rotates with your view so weirdly

pseudo comet
#

hello! can anyone help me with animation? i used animation on an object (not avatar) and it works fine in unity but when i try to use it ingame it freezes. any way to fix it?

muted prairie
#

Does anyone know what would cause the back leg of this armature to not fit the transform of the keyframe it's being given ? there's two almost identical armatures with same bone names, you can see that the front legs are perfect, but back legs are very off

#

All transforms applied and bone roll cleared on both

rose folio
#

Is there a way to bring a blender animation into unity that was made without an armature? (basically I made the animation by moving the parts that are parented to each other) I don't want to have to rig the entire thing and manually do the animation again in unity

red grove
#

I'm trying to make particles where it is like some confetti constantly coming down from my hand, but it seems to go whatever direction my hand is pointing. Is there any way to force the particles to always go down?

clear yew
#

Does anyone know how to get a non square particle to align to the camera only on 1 axis so it looks like a flying "laser bolt" but is a 2d billboard that only aligns to camera on 1 axis?

little elk
#

Does anyone know where to get a Taser Animation?

quartz breach
#

You guys have the same problem with animations getting stuck on the avatar after i upload it ? , even if you delete them he will be stuck in an emote .

iron stag
#

so about making a object stay in a world? I used fixed joints? rigid body before but now its not working?

proper hedge
#

@iron stag use constraints

spring nova
#

how does that work? You're targetting the body mesh?

#

oh it's something to do with the reset animation

#

all the animation does is enable the constraint? Now I'm even more confused

#

ohh I see now, it's the -1 weight

#

lmaoo that's so good

fringe stag
#

Does anybody know how to make bullets persist even when the animation stops?

cold pulsar
#

Don't enable/disable the particle system, work with the emission section

clever pewter
#

If your hand gestures animations get stuck, try putting the override on the avatar descriptor too (Custom standing & sitting animations)

clear yew
#

How do you make an animation like fist + fingerpoint = animation trigger

cold pulsar
#

Stack the gameobjects. Have a parent and child that are both disabled. First gesture enables the parent but does nothing since the child is disabled. Then second gesture at the same time enables the child which would do nothing if the parent was disabled. Need both gestures active to enable the child and then have what you want under that

odd latch
#

anyone know where I can learn about beam/ray animation?
nothing specific, I just need to know the principles behind a good F.U. beam
https://www.youtube.com/watch?v=qFmJMhyD74E

UE4 Marketplace:
https://www.unrealengine.com/marketplace/good-particle-beam-and-ray

GOOD Particle : Beam and Ray is pack that helps you to add some cool and beam / ray / laser effects to your game. Variety of element and sound included. So, if you are a developer and you hav...

▶ Play video
rich solstice
#

bonjour

#

Is there any way I could have a secondary avatar appear with an animation that i can control as well?

#

Like, sync controlling between both my models

young hearth
#

maybe adding the other mesh's animator controller to your controller?

rich solstice
#

o boi

#

the other mshs animator controller?

#

just have the same animation controllers then?

young hearth
#

probably yeah

grim sedge
#

Any idea why can't I use animations? All of the finger gestures has different face expressions but none of them works for me, while my friend using the same avatar everything works fine for him. Tried other avatars with custom anims but nothing. I'm using index and he's using vive if that has to do anything with it

young hearth
#

If it works fine for him then its on your end with the index controller configuration

copper whale
#

Hey guys, I'm trying to get my boombox to play audio like how a real boombox would, you know, with the slight muffle to it coming out of the speaker, an example of it would be like the Call Of Duty Tranzit Loading Screen when the musiccuts out for a moment and plays through the jukebox. https://www.youtube.com/watch?v=fM47fti409k

cold pulsar
#

Not really a question on animation. You should do all audio work outside of Unity in something like audacity.

young hearth
#

you have to play around with mono tones and the hertz to get it to that level of audio and as suggested by scion, audacity can do that

proper hedge
#

@grim sedge you're probably not using the gesture toggle

#

Index has a gesture toggle

#

Left thumb stick press

grim sedge
#

@proper hedge oh wow that was it, thank you so much

blissful arrow
#

is there a way to set up each hand to have an indivudal gesture attached to them that triggers seperate animations, so if left hand summoned one item to the left hand and right haned summmoned something to the right hand would that be possible?

untold surge
#

Anyone know where to get some cute idle and walking animations for women? My avatar walks like a gymbro

blissful arrow
cold pulsar
#

No reason it shouldn't it's just animator voodoo IIRC

blissful arrow
#

now if only i knew how this works.

clear yew
#

yes

cold pulsar
#

That's about as cut and dry as it gets tbh

strong laurel
#

Does anyone knows how to trigger an animation when a gesture ends??

blissful arrow
#

oh my god this inventory is awesome!

clear yew
#

is it ?

blissful arrow
#

yes

clear yew
#

dunno about that

safe osprey
#

Does anyone know of a way to set a bool/trigger from an animation. im trying to get a revolver to only have 6 and i need a way to set these parameters in a way vrc is happy with

cold pulsar
#

Pretty sure you can't animate bools on avatars but there might be a hacky work around I'm unaware of

safe osprey
#

Oh im sure there is i've seen it done before

#

I just set it up in the way i know how

clear yew
#

need to use a suspend animation

safe osprey
#

👌

boreal pollen
#

When you mess around with the animation

#

nice

clear yew
#

<@&397642795457970181>

unreal walrus
#

Noted

zealous mulch
#

hey

chilly pilot
#

I'm trying to change values in a material using an animation, but Unity's not letting me. Instead, when I try and finagle a solution, it gives me this:

#

does anyone know what this means, or what to do about it?

#

The thing I'm trying to animate's a modified... I really don't know what - it's from the KryptoFX package.

#

Far right. I want to change the material properties but Unity says no.

cold pulsar
#

Using a package like KryptoFX it has scripts which you can't use. Have you removed all black listed items from the particles you are trying to use?

chilly pilot
#

Oh? I... think? It's not the particles that are the issue. That splotch of lava is projected over geometry. It's not a particle. As far as I can tell, projectors are allowed, no?

#

If not through this method, what's another I can use that VRC will let me that accomplishes the same thing? Wrapping something around geometry, that is.

cold pulsar
#

Uh there was a specific shader give me a second

#

I havent played with it much and it doesnt work in editor but I dont think you can have a projector on avatars

chilly pilot
#

According to some reddit posts that's the case, yes.

#

Projectors are allowed on worlds but not on avatars.

#

I'm playing with this now. It seems... sort of like what I need? But even in the event I could get it close to what I want it to look like, the shader itself is so limited I don't think it'd do much for my animations.

#

Still, thank you for the suggestion.

cold pulsar
#

Yeah welcome to avatar creation lol

chilly pilot
#

I've done it for a while, just never anything of the complexity I'm doing now.

#

I have ideas I want to act on but VRC and Unity are butts : (

cold pulsar
#

Yeah once you get deep you realize all the limitations that are there

#

Usually have to settle with things that are close but not perfect

chilly pilot
#

I don't know if there's anything that'll get this how I need it that isn't projection-based.

chilly pilot
#

With this in mind though, now I'm left wondering: how do people do things like bullet holes? What I'm trying to make is, in essence, just an enormous bullet hole.

cold pulsar
#

When I asked my friend he gave me the shader i gave you

#

Or do you mean particle wise

chilly pilot
#

Yeah.

cold pulsar
#

Have the bullet particle create a sub particle that's a 3d cube that sits there. That 3d cobe has the decal shader on it

#

Create sub particle via burst on death

chilly pilot
#

icic

cold pulsar
#

Particles can have lights on em but here you would just want tall, high emission billboards going upwards imo

chilly pilot
#

ye I'm not slapping actual lights on particles, god forbid

#

hmmm

chilly pilot
cold pulsar
#

Looks nice good job

chilly pilot
#

mhmm

#

it's just default particles

#

the lights I mean

#

they're very versatile

chilly pilot
chilly pilot
#

question: are there any penalties imposed on someone's avatar if it exceeds the "maximum" of whatever optimization concern? It's still letting me build and upload and everything, but I just want to be sure.

clear yew
#

a lot of people auto block poor or very poor avatars, so that's basically what will happen

chilly pilot
#

icic

#

if that's the only thing, that's fine by me

wooden ivy
#

By default they won't work as particles, but I'm planning an update to add variants for that

#

By default they won't work as particles, but I'm planning an update to add variants for that

green swan
clear yew
dense gyro
#

yh

clear yew
#

?

copper whale
#

Is anyone here good with emote toggles? Trying to make a sword trail activate when the activation emote is clicked, then have it turn off when the deactivation emote is clicked. But when I finished the animation and put it under emote 1, the trail appears for a split second before disappearing.

magic reef
#

do you have the animation set at the end of the gesture aswell?

copper whale
#

I'm sorry if I sound stupid, but I don't really know what you mean.

#

Like, how you have the tabs for animation?

#

This?

#

@magic reef

magic reef
#

yeah

#

hmm that should work then D:

copper whale
#

Oh, You thought it was an gesture toggle.

#

Nah, it's an emote toggle.

#

Like how you can have your emote 1 be a wvae.

#

I want mine to be " Sword trail Activate ".

magic reef
#

oh crap

#

yeah i dont know them o:

copper whale
#

Crap, I seriously need help with them.

chilly pilot
#

Thanks @wooden ivy I’ll check it out.

chilly pilot
#

Does anyone know how to make particles that persist after an animation's ended or been cancelled? Someone recommended that I enable the particles on my base avatar to be always on, but with a burst emission of zero, and change the burst emission value with an animation attached to a gesture. I've done that, and (at least for me, and presumably for everyone else) nothing is happening.

chilly pilot
#

The typical way of doing gestures is still entirely functional (using a clone of the avatar to make an animation to enable the particles or what have you), which... I mean it works, but you know.

wicked trench
#

How can i adjust viewpoint of an custom sitting animation? My custom ground sitting animation viewpoint is at ground level instead of where the head is.

chilly pilot
#

@ my post

Is it because the original particles on the model aren't set to looping, maybe? 🤔

chilly pilot
#

so I enabled looping on the particle systems
I disabled the looping with the animation and set the bursts to a value with the same animation
the animation worked!
... once.
and it didn't work after that.
🤔
enabled looping on both things
constant stream of particles in accordance with the maximum particle limits I set

chilly pilot
#

I'm confused, man.

surreal mesa
#

anyone got the mmd animation of "The Zombie Song"? (looking for the full dance)

#

got the animation

analog pivot
#

@copper whale are you use unity trail renderer component ?

clear yew
#

Is there a better application for editing complex .anim files? It seems unity has a aneurism everytime i try to edit complex animations with it

muted prairie
#

blender ?

analog pivot
#

umotion is pretty good animation edit inside unity

prime iron
#

how do I start an animation with a trigger in a world?
I ask myself more about how the animator/animation components have to be setup to make it work, I know about the trigger

muted prairie
#

animator, drop the animation in it

upper hawk
#

would i come here for help with rigidbodies?

unreal kernel
split herald
#

does anyone know of a website that has animations?

simple mason
#

No I don't sorry

storm plover
#

Mixamo

#

can also be used to rig models that dont have a skeleton

vivid quartz
#

thought this might be useful to anyone if they are using the vive wands and want to know what part of the controller, does each animation.

upper hawk
#

so im having a problem where i am trying to make a ball that bounces around when i use an animation to summon it (make it active) its a rigid body and a spring joint, but everytime i summon it it summons somewhere different and im not sure why. it also moves side to side when i turn my head.

#

i just dont understand how the connected anchor moves from its soriginal spot

north kayak
#

having problems moving the fingers for an animation, after recording it seems that it doesn't save the movements. I've tried adding properties on the animation tab, but after adding each individual bone the numbers wont change.

covert patio
#

You can’t record the transforms on humanoid bones.

north kayak
#

okay, but why wont the animation save the movements after recording them?

covert patio
#

Im not entirely sure why it doesnt? It has smth to do with just how humanoid bones work. U have to adjust the values of the finger animators.

https://m.youtube.com/watch?v=czEAsvQ-Y-0&t=737s

This guy goes into that (u dont have to watch the whole vid, but there is a section around the middle where he starts adjusting the fingers. @north kayak

#

To be more specitic around 10 minutes in he starts teachin how to move the fingers

noble latch
#

New to making avatars i was wondering how to input animations into my avatars

zinc sparrow
#

I've figured out how to override animations but how do I spawn a prop on my character using gestures/emote override?

upper hawk
#

lookup emote toggle prefabs

noble latch
#

Oki thanks @upper hawk

fathom field
#

did they fix generic animations yet?

covert patio
fathom field
#

that was a lie

#

i updated the sdk and unity and game to the fullest and nothing happened

pallid vector
iron stag
#

so I have a animation setup on my avatar where it changes the skin mesh material renders all to another material but one of the materials doesn't change? even though I got all of the material renders on there

spice sun
#

question, anyone know how to import an avatar into a world and attach a looping anination to it? id like to have some dancing characters in my world

#

please dm me if you can help with that

brittle minnow
#

Where tf did animation wrap mode go in 2018? Didn't it used to be a setting on the animations?

quartz breach
#

Can someone tell me where i can find the sitting poses for avatars ?

clear yew
#

Did any of the recent updates mess with rigid bodies for world particles? noticed some of the world particles on my avatars tend to be offest now.

#

but it seems its only offset locally. to everyone else they look fine?

echo wraith
#

Offset locally or only in the mirror? For me it's just in the mirror that they're offset.

#

I should note I'm using the VRC_IKFollower script

#

The one that breaks when you sit down. -_-

cold pulsar
#

You should not use rigid bodies or VRC IK followers anymore. Using the parent constraint is more reliable.

echo wraith
#

I can't keep up anymore. lol

#

Since using the new Unity version my avatar no longer stays in a t pose once I hit play then stop. He's now always in the stance they take in play mode. Anyway to fix this or is anyone else even experiencing this issue? Making it tough for me to animate stuff onto him.

cold pulsar
#

Youve applied the vrchat animator, have you tried the pinned fix in this channel for something similar to that?

clear yew
#

Pumkin's avatar tools has an avatar pose reset button .

echo wraith
#

I can get him back into the t pose, just he goes right back if I hit play then stop. Even if that original is hidden and I have a duplicate they both change from T to idle after I hit stop. And yes, this is an avatar I ported from the previous Unity.

#

I've made many avatars, this is only happening to me on the new recommended Unity version.

#

Alternatively, what will happen if I upload my avatar and he isn't in a t pose in Unity?

cold pulsar
#

If he is tposed in the rig configuration menu you should be fine

echo wraith
#

Alright, sounds good enough for me. I'll give it a shot.

safe osprey
#

Does anyone know of a way to play a randomized animation, i have sound clips that are set up to be played by animations and i need a way to select them at least semi randomly to be played without triggering a hand animation

candid pulsar
#

does anyone know if there is a way to make an emote where it changes your idle animations and stuff

subtle zephyr
#

2 questions, Is it possible to get an avatar to enter a different running animation after continuous movement for a certain duration?

2nd question. If I wanted different running animation to display if my avatar is moving slightly above the default player movement. What would be a good number? Better question I suppose would be what's the default player avatar movement?

surreal mesa
#

anyone got the mmd animation/animation of "BBoom BBoom" by Momoland?

blazing flare
#

Hello everyone! I hope you all are well! 🙂
I'm trying to use the Playable Director in one of my project worlds - it works well in the Editor, but not in the actual world instance...
Any thoughts? I've tried to search for the setup process for using the component in VRC, but I must have missed something along the way..

clear yew
#

I need some assistance. i made a model with an animation on the rocknroll gesture, the model is fine until the gesture is pressed. the animation plays as expected, but when i let go of the gesture, it seems to have put itself on every single one of my gestures, any ideas on what i may do to fix this? im an amateur avatar creator ^^;

pulsar wraith
#

idk if this is the right channel, but I'm making an avatar with a spawnable object, I know how to do that, but the object has multiple animations linked to it, do I need to add a version of the object for every animation and make it spawn in a version with the desired animation? or can I control the object's seperate animations with seperate gestures?

clear yew
#

Kris, Animations should be two frames long only, 0 and 1 frame. Otherwise the animation will "stick" on your hand and slowly revert to the off state.
Most animators work around this issue by having their animation enable an object with an idle animation of what they want to happen. We're just turning on and off an object.

proper hedge
#

@pulsar wraith you can control it, but it usually takes a good amount of planning and esoteric knowledge

#

Try to describe what you are making. in a generic sense, you need to have several parent objects with animators, and you use another set of parent animators to handle them

proper hedge
#

you typically only need one instance of the visual thing you are animating

pulsar wraith
#

oh so I don't need to make seperate models, but I do have to make seperate objects with animators on that model? (assuming I'm understanding it correctly)

#

as for the description, I'm essentially making a wheel of power from acceleracers spawn with an idle, activation, active and deactivating animation

flat elbow
#

Is it possible for me to create an animation for something using my index?

candid pulsar
#

Hey does anyone know how to make particles work on avatars

odd latch
#

did the SDK stop adding its own audio component on avatar audio sources?

#

also, is there a bug that makes audio map-wide or is it that avatar creators don't know how to set audio sources to 3D?
I feel like the SDK needs to force something like that for audio sources and let avatar creators do a workaround if they know what they're doing

slow acorn
#

I want to make my Ornstein model be able to shoot lightning bolts out of his spear, how do i do that?

odd latch
#

if that's too complex, just use a picture of a lightning bolt as particles

slow acorn
#

ay thanks :D, but one more question. Can i make it shoot?

odd latch
#

what kind of shoot are you talking about? the lightning particle or the picture of a lightning bolt?

slow acorn
#

i don't know, i kinda meant as a projectile

odd latch
#

so a picture of a lightning bolt going fast, sure, you can do that
you have to start at something, understanding how particles work is one
try looking around youtube for tutorials on what you want to do with particles
go back here and ask if you still have questions

slow acorn
#

alright. thanks 🙂

odd latch
#

I watched an Ornstein fight video, you're going to have to learn particles and give them lightning traits, and not just use pictures of lightning
seems simple enough

slow acorn
#

i've watched some videos of it but i still don't quite get it lol. I have my lightningbolt made of particles here, but do i need a script to make it travel when i activate the animation?

#

or maybe i can change the gravity of it

#

to go sideways

#

idk

chilly pilot
#

Is it a VRChat glitch that when you switch gestures it'll start doing your previous gesture for a tiny bit?

clear yew
#

if your gesture is more than 2 frames then yes

#

Yeah, it's a commonly known problem, which is why most people developed a habit of doing the fist gesture randomly to clear their gestures.

#

It does it with normal gestures they're talking about

#

does it ?

#

oh you meant the 0,1 second of animation
ya that's "normal"

#

been like that for years

chilly pilot
#

icic

#

that's... annoying.

#

And there's nothing to be done about it except making a fist between gestures?

clear yew
#

basically yeah

chilly pilot
#

well that sucks.

#

progress.

#

the only thing I really want more out of these anims is them not stopping the moment I switch gestures

#

I tried experimenting with making animations to change the burst value from 0 to [whatever it needs to be] in the particle systems but it never worked quite how I needed it to.

#

I think I'm just reaching the limits of VRC avatar creation and it's frustrating me.

clear yew
#

I've been told that setting the particles to the world setting makes it so that they don't despawn immediately after the particle system disables, so bullets and bullet holes and bullet cartridges stay.
I don't know how accurate this information is since I've yet to do it myself

chilly pilot
#

🤔

#

I've already done that.

#

if by that you mean, setting the simulation space to world.

#

All that does is let you use world particles, and only then if they're not attached to the armature unless you wanna do a lot of weird stuff with rigidbodies

chilly pilot
#

anyone know any good guides on youtube for making convincing humanoid motion in unity animations?

limpid lodge
#

I would like to create an idle animation using my vr (index) i thought i saw a tool but forgot its name

chilly pilot
clear yew
#

How do I have a animation play a sound

chilly pilot
#

put the sound on an empty game object and enable the empty gameobject same as you would spawning in a prop or whatever else

clear yew
#

ok

chilly pilot
#

make sure to make the sound 3d and disable doppler

#

and keep the range/volume reasonable

clear yew
#

When I run the animation I cant here the sound

chilly pilot
#

you need to be looking through a camera in game view

#

cameras come with components called audio listeners

cursive jungle
#

Trying to make non-looping gestures for a model, however when I test the model, the character constantly loops the first gesture.
is there a way to fix it, or do I just need to make animator-oriented gestures for each of the broken animations?

jade sparrow
#

@chilly pilot the main camera just has to be in range of the audio source to hear the played audio. Don't have to be in game mode to do it.

chilly pilot
#

🤷

jade sparrow
#

XD

#

They are probably not adding an audio source

#

We will know when they reply

#

The main thing I do in vrc is animate 🙂

jade sparrow
#

@cursive jungle make sure you check that "Loop Time" is ticked off on your animation file

#

should look exactly like mine

#

also your gesture should look like this

#

If you dont manage to get it working, feel free to DM me

proper hedge
#

@chilly pilot if you don't want to write defaults with your gesture after you stop using it, you need to use an animator component, or if JUST particles(not audio), you need to subemit with separate hierarchy or use the trigger module with the gesture

#

for the animator component you need to know how to animate with behavior.enabled

chilly pilot
#

What question are you replying to @proper hedge ? I’ve asked a few

jade sparrow
#

@loud nebula Not the place to ask this. Those are seen as malicious and unfortunately wont be explained on this server.

#

It's still the same mechanic unfortunately.

odd latch
#

well, I hope the admin addresses the lack of spatialaudiosource component on avatar audio sources
a lot of new avatars from new creators have map-wide audio and they get annoying the third time you hear them

jade sparrow
#

@odd latch Yes, unfortunately a lot of people abuse the freedom that VRChat gives us. I recommend setting custom safety settings and just "showing" peoples avatars when you need to. I hide everything but Voice and avatar on everything but friends, and friends have everything on.

odd latch
#

I mean, I assume they just don't know how to set spatial blend to 3D
being new creators, they are unaware they're putting "bad" audio on their avatars
the SDK did that before for avatar audio sources, I'm just wondering why the component is not added by the new SDKs
maybe I just don't find the coffin dance funny anymore, and I'm too focused on what makes that avatar bad

jade sparrow
#

There are scripts that allow world devs to help with the special audio for player voices etc, but people still do not use it. The VRC_Player Audio Override allows map devs to have a lot more control over player audio. It's down to the map developers themselves to implement it.

#

For the comment you just made, they know, its auto set to 3d by default. But as I said previously, people take advantage of the freedom the VRC devs give us as players.

odd latch
#

auto set to 3D, by Unity or by the SDK? I keep having to set the spatial blend to 3D whenever I make the audio source object, so maybe I don't notice the SDK setting it to 3D automatically on publish

solemn bone
#

anyone know how to make a sound play during an emote during a specific point?

chilly pilot
#

I made an animation that makes me jump superhigh. However, it seems like there is a culling issue. If I or someone else looks away from the cloned model I use for the animation, it disappears from their view until the animation is finished and the actual model returns. This is consistent with Unity’s play mode. Does anyone know a way I might fix this?

chilly pilot
#

I found out what the problem is. There’s some kind of bug where if you’re using the root instead of key framing the position of the avatar itself, there is some kind of a oclusion bug.

jade sparrow
#

@chilly pilot Don't animate the root of models, if you want to move them around with less headache, place the model into of an empty gameobject and move that around, and then do all the other animations (moving bones etc) on the model itself.

#

@solemn bone You need to keyframe it to turn on.

Brief example.

1 gameobject with everything inside of it, then place a animator component onto the gameobject, add an animation file to it and animate from there.

Its a big must do for organization while animating.

It helps when you start making larger animation.

chilly pilot
#

ye I figured it out

jade sparrow
#

🙂

chilly pilot
#

just tacked on an extra ~10 minutes of rekeyframing shit

jade sparrow
#

XD

#

I feel you

#

Trust me

chilly pilot
#

I'm working backwards from mixamo stuff so it's a process

#

but I think I'm finally done this animation

jade sparrow
#

omg mixamo animation

#

scary

#

i hate dealing with their keyframes

chilly pilot
#

ehhh

#

they need touching up ye

#

but they're not that bad

jade sparrow
#

its mainly because I animate using generic models

#

not humanoids

#

gives me more control

#

They files always have issues being converted to generic since its a completely different animation style (component wise)

chilly pilot
#

is it a new VRC bug where it just doesn't upload custom animations sometimes

jade sparrow
#

no?

chilly pilot
#

been happening to me on occasion

jade sparrow
#

are you in vrc when you upload it?

chilly pilot
#

ye but I make sure the name changes and all that beforehand

jade sparrow
#

Well it still sometimes caches weirdly, even if the name changes. Just make sure to clear your cache in the advanced settings when you upload new stuff

#

Sometimes I have to delete the model/upload it with a new blueprint id

chilly pilot
#

ye that's usually what I wind up doing

jade sparrow
#

Avatar animations has been becoming harder and harder to do with the updates. I hope to see more people making more serious story based animation in the future. Currently its down to a few people who still make largescale animations which aren't just super cancerous.

odd latch
#

what about adding a flat texture of molten ground for the surface?

jade sparrow
#

@chilly pilot Did you make those particle systems?

#

If you did, that's top class stuff.

chilly pilot
#

I made the particles yeah

#

@odd latch I actually tried to do that with projections but I learned after getting them all set up that avatars can’t use them. I didn’t want just a flat plane because I wanted it to conform to map geometry

#

One thing I’m still trying to figure out is how to get particles/sound to persist after I end the gestures

jade sparrow
#

@chilly pilot Unfortunately you cannot. Do you mean a toggle gesture? Because what we are doing with gestures is turning an object on instead of moving shape keys or bones. Once you let go, it resets.

#

generally you would want to animate everything and tailor your music to the exact size you want. Audacity is a free audio editing software you can use to do such things.

odd latch
#

which file type offers the best quality? I'm not very familiar about the differences between mp3, wav, ogg, and other types

#

I tried exporting an audio clip from a video file with audacity, I was not particularly satisfied with the quality so I was wondering if there's anything to preserve the quality from the original clip

chilly pilot
#

I know for fact particles can persist after a gesture ends, at least. I've seen models pull out a gun, fire the gun, put it away, and the bullet's still wizzing way off in the distance.

#

I'm just not sure how they did that.

solemn tartan
#

how do i decrease the transition time between the idle hand and a gesture?

clear yew
chilly pilot
#

🤔

#

I'll experiment with this tomorrow. Thank you.

#

Do you set the animation to looping or anything?

#

What about the particle systems themselves?

solemn tartan
#

is there some sort of fixed limit on how fast you can teansition between gestures because ive seen emotes practically teleport but i cant seem to figure out how to make this gesture transition faster

odd latch
#

gesture animations are already set up with only two frames, start to end
you can't get lower than that
maybe you can give the animation itself a speed multiplier? haven't tried myself, just a thought

#

is there a general method on how to obscure parts of an object
for example, I want to pull a long stick from a small bag
I'm thinking there's an invisible object attached to the bottom of the bag that's also hiding parts of the stick as I "pull" it from inside the small bag
is there a shader for that?

proper hedge
#

Stencils

#

@chilly pilot both particles and objects can persist after the gesture ends. For particles, just make a normal submitted particle, then drag it outside of the parent system. That way you can trigger the submission without interrupting the particle

hard hornet
#

Could someone help me understand what's going on here? I have an animator set up to switch a dynamic music track back and forth seamlessly. In the image below, the left image shows the animator working perfectly in play mode. The blue bar is there to show that the animations are being played. However, as shown in the image on the right, sometimes and for no apparent reason, the animator will not show any blue bars, and the animations will not play at all in play mode. I change nothing about the animator, nothing about the animations, and at times, nothing else in the project. It just decides to work randomly. Is this a Unity bug? Do I have some sort of setting active that bugs animators out?

solemn tartan
#

@odd latch the transition between idle and the animation is significantly longer than 1 frame (or even 2 frames) of the animation

wicked trench
#

Can anyone tell me the best way to sync animation to music? So far I've been doing it by having Audacity open to the side and having to go back and forth syncing to the beat. Is there any better way to do it?

odd latch
#

can't you put an audio source on the scene and play the scene itself so the music and animation plays together?
though, it's gonna play from the start everytime
that's what I did when I tried to recreate a sequence

wicked trench
#

@odd latch Yeah but it is so tedious. I wonder if there is a easier way of doing it, or at least see the waveform in the animation tab somehow.

proud laurel
#

Got a particle question; Can you actually do anything with Forcefields besides suspend particles in orbit? I figured there'd be a way to "compress" them at the center or something.

odd latch
#

I use negative values on radial under velocity over time when I want them to converge to the center

#

no idea how to use forcefields

jade sparrow
#

@hard hornet still need help?

#

@wicked trench there is an addon made by vrc member called "Better Keyframing" https://gumroad.com/l/XccBE

You place it under your dopesheet and place your audio into it, then just sync your keyframes right with the waveforms. I can't animate without it. Definitely a must have for animators.

jade sparrow
#

@proud laurel currently forcefields only work correctly in worlds, and are limited/not functional on avatars.

proud laurel
#

Yeah, I found that out when I went to upload 😑

slow acorn
#

how do i make something disappear with a gesture?

proud laurel
#

Same way you turn it on.

slow acorn
#

i mean if i have a sword and i want to draw it from my back

#

i would have to make it disappear from my back and appear in my hand

clear yew
#

yes

slow acorn
#

yes

weak wraith
#

I have a vrchat model where when crouched, one of the knees bends forwards (Like knees are supposed to) and one knee bends backwards (Like knees aren't supposed to), is there something simple I could be missing?

#

I am using default standing and sitting animations

chilly pilot
#

is your bone hierarchy the same for both legs

rugged solstice
#

so via the new updates im a quest player and sounds are now a new feature. im trying to add audio but its giving me this error. So how do i add audio for quest to my avatar?

clear yew
#

Where'd you see an update about audio being available on quest? I never read anything about that

rugged solstice
#

because people have sounds playing on avatars

clear yew
#

they are just bypassing the restrictions

#

doesn't mean it's allowed or should be used

#

I've never heard of a quest player with sound tbh.

odd coral
#

I was gonna look for a way to make my avatar invisible when I use a gesture, would I make it uncheck the "Body" in the character?

rugged solstice
#

welp rip

#

it was only recently that sounds have been available

clear yew
#

You can do it that way yeah. Or you could material switch into an invisible material. 0

odd coral
#

But when I make it uncheck and I undo the gesture my character stays invisible. Would I have to make another gesture to check it again or something.

#

And when I'm invisible People cant see other items I hold (from other gestures)

clear yew
#

because your mesh is disabled

#

and the skinned mesh component isn't visible anymore

#

so your body is never culled again

odd coral
#

So would there be another way.

clear yew
#

and animations won't affect it again

#

read what pandaDara suggested

odd coral
#

Invisible Mat?

#

But how would I go on creating one?

clear yew
#

you'll need a shader for that

#

Or a maxed cutout if your shader supports cutout

#

Might not appear for other people though

odd coral
#

Does it matter what shader?

#

This is difficult.

clear yew
#

I mean, standard can do it.

odd coral
#

What settings do I change though.

clear yew
#

Change to cutout and raise alpha cutoff to max.
Don't need to assign a texture if you do that

odd coral
#

If I put it on my characters body the body just turns white.

clear yew
#

Are you doing it right. Cause I have it pulled up and working for me

odd coral
#

I made a new material, put it on cutout, than turned alpha cutoff to max.

#

and to test I dragged it onto the body.

clear yew
#

What's your color alpha set to for the albedo map? You want it at 0

odd coral
#

O, it worked.

#

It was cause I had the color at 255,255,255

#

white

#

So this is a global thing and not a local only thing right?

#

Just making sure

clear yew
#

If they're rendering you at the moment it should work

clear yew
#

i looked up a couple tutorial videos but they all include custom or pre-made (unofficial) animations that apply on humanoid bodies.

nimble ridge
#

that is because gestures do require humanoid avatars to work

clear yew
#

there is a linus tech tips avatar

#

with just a plain image

#

and has full music on gesture F4 (POINT)

nimble ridge
#

yes

clear yew
#

it's not humanoid, so what's the magic?

nimble ridge
#

that does not mean its not humanoid

#

its humanoid, but pretending to be generic

#

basically the armature has no mesh and there is a plane with the image that is well, the avatar, on the avatar root.

clear yew
#

so what procedure am I to do? Most tutorials end up going for the "add property" in Animations tab

#

which here is greyed out.

nimble ridge
#

well first you will need a full humanoid armature

clear yew
#

the image has nothing to make an armature though?

nimble ridge
#

well that does not matter since you will not weight paint any bones to that plane

clear yew
#

so i need to go and have it done on blender?

nimble ridge
#

yeah, could just open a normal avatar in blender and steal it armature

#

deleting the body mesh should do the trick

clear yew
#

so you're saying working with the simple-est object out there, is actually harder, than with a complete mesh with all features and candy?

#

sounds difficult for a flat plane.

#

i've worked with full meshes, but not a flat image.

#

thought I'd nail that without a sweat, turns out i know nothing and it's harder.

nimble ridge
#

eh, its easier with planes really since no need to worry about blend shapes, eye tracking, weight painting, proportion and so on

proper hedge
#

@clear yew you just need an animator

#

you cant edit an animation clip without an animator for context

clear yew
#

followed tutorials, doesn't work, greyed out.

#

if i can't click the button, can't add audio source into animator

proper hedge
#

because you have no animator

clear yew
#

AND i HAD it

proper hedge
#

are you trying to make a gesture, or emote?

clear yew
#

.....what

#

NO

#

i'm trying to add a short audio clip that plays when you execute a gesture

#

but since this is a flat plane, i have no idea.

proper hedge
#

okay so you're making a gesture. duplicate your avatar, drag the clip onto the duplicate. it will make an animator for you and then you can add your property

clear yew
#

let me try this.

nimble ridge
#

also don't forget to add the audio source itself

clear yew
fast sail
#

I've been having a problem when I'm making a gesture to take a hat off and have it go to the hand it doesn't want to do the animation in game. I have the game object and everything active in the animation. ):
I don't know if something changed in the update or not since I was able to do it just fine before the update.

strong laurel
#

Does anyone know why muscle editor is not showing my avatar, i have it selected and it doesnt do anything

muted prairie
#

is it set as humanoid as the text is saying

strong laurel
#

Yes, my avatar is already in vrchat, i just wanted to add some things but its not working

muted prairie
#

is it humanoid ?

strong laurel
muted prairie
#

You might need to select a part inside the prefab then

#

Can you show your whole screen and what you're selecting

strong laurel
#

i have selected everything in diferent orders click and unclick bones, armature, the Parent, and click refresh and nothing

muted prairie
#

i'm not too sure sorry

strong laurel
#

found it! the solution was deleting the MAE folder, aparently the first time that you import the editor, it has extra files that it doesnt need.

odd coral
#

I'm trying to make a animation where a skull pops out of a box and floats there. I have one keyframe where its in it then the next one it's out. But it just flashes between being in the box and out of it. I would like some assistance.

odd latch
#

turn off the loop toggle on the animation?

clear yew
shrewd wave
#

In the dev stream they mentioned something that allows you to move an object from one place to another. For example a gun from the holster into the hand without having a duplicate model to simulate holstering. I forgot what that was called and I'm also no sure where to do that. In unity or blender?

odd latch
#

ちゃんと武器を背負ったり左右の手で持ち替えたりしてる人はParent Constraintの制御に切り替えたほうがめちゃくちゃ自然になるぞというあのアレ。
そうでなくてもParent Constraint制御にするとアバターに仕込む武器オブジェクトが1つだけで済むようになる。
設定方法は吊り下げでまとめます。 https://t.co/R3U7Y5LzwR

Retweets

313

Likes

693

▶ Play video
#

although I am not 100% sure on how to set them up
I did trial and error to get the setup that I wanted

dark cypress
#

Hello, I've got a few sounds that I want to be triggered by the same gesture but not at the same time. Is there a way to make it randomly choose one of the sounds to be triggered?

#

Doesn't have to be actually random but at least seem like it is

white skiff
#

Quick question, I don't know if the issues with chairs on avatars (vrc_stations) have been fixed yet but, if they haven't, I was wondering how you would enable the chair via an animator? I've never had to do that before so I'm not sure how to start exactly... Would you need to create an animation or animation override before going into it and enabling the chair or something?

proper hedge
#

Chair off by default, animator on parent object on by default. The animator clip animates the chair on

#

Learn how to use the animator component

white skiff
#

okay? what do you mean by the parent object? is that the place on the armature the chair is placed at?

proper hedge
#

Parent object is the object that another object is nested inside

toxic sphinx
#

Does anyone know how to make your avatar invisible and visible by hand emotes ?

#

Or to hide your nametag

white skiff
#

oh, gotcha. but the vrc_station is directly applied to the chair which is tied to the wrist of the armature. would that mean that the chair is it's own parent object since it's not nested inside of a different object? I get that the parent object is the one that another is nested inside but I don't see any identifying factors for that. all I have is the VRC_Station with a box collider part of the Chair object that's tied to part of the model's armature.
Sorry, I don't mean to be a pain if I am, I just want to make sure I'm understanding this correctly...

odd coral
#

I know how to animate and all that but I've been wondering what the "Avatar Controller" does.

odd latch
#

@white skiff try this
create empty object outside of the avatar object
parent a chair to that empty object
turn the chair object off
create an animation for the empty object, it will automatically create a controller for the empty object
in the animation, enable the chair object, make sure to turn off looping on that animation
put the empty object on your wrist bone

I haven't tried this, but this is what I'd do, it's just a quick answer since no one else has responded
remember to animate objects while outside of the avatar object, or else the avatar will go into the crouching pose and ruin your pose

white skiff
#

alright @odd latch thank you so much for the help, I'll give that a try when I can! 😄 thank you

proper hedge
#

@white skiff if the chair object is merely constrained to the wrist, while sitting at the base of your avatar as a sibling of Armature and Body, then it's only parent would be your avatar object(the object with the descriptor on it)

#

you would need to add a parent

#

so, create an empty game object, place the chair inside as a child

#

put an animator on that parent object. make the animator play a clip that enables the child chair object(from being off by default)

pulsar mulch
#

does anyone have a fast explanation for double hand gestures?

odd latch
#

it's layered activation

ObjectA
ObjectB
both are disabled
GestureA enables ObjectA
GestureB enables ObjectB
to enable ObjectB, you must also be enabling ObjectA by doing GestureA

for example, GestureA activates a gun, GestureB fires the gun
you can't fire the gun if you're not doing GestureA at the same time

is this the explanation you're looking for? @pulsar mulch

pulsar mulch
#

yeah

charred vigil
#

Can anyone help me out, I'm trying to add a audio file but when I add it it doesn't play any audio

charred vigil
#

I've followed the steps in a YouTube video but I can't seem to complete the step with the animation

clear yew
clear yew
sinful wind
#

Anyone got a list of different idle, sitting and crawling animations that I can see ? Not a download link but just gifs or clips of them is fine.

muted prairie
#

Mixamo ^

dark cypress
#

Hello, I haven't gotten any reply from last time so I'm asking again whether it's possible
Is there a way to pick a random sound to play with a gesture rather than the same one each time?

muted prairie
#

nope

dark cypress
#

not even seem random?

muted prairie
#

Not really no

slow acorn
#

why are my world particles not following the rigidbodies? i place the particles out where i want and attach it to the gameobject, but when i use it in vrcchat its like 5 feet to the left of me and not where i placed them.

fast dagger
#

Can you make a emote to toggle between gesture sets for expression i believe I saw that done but how?

So you could have more expressions in the model

clear yew
#

Dreadrith, I mean, one possible way to do it is to use a custom animator on the model (not the root animator because that one gets replaced) and build a state machine that cycles between a bunch of different songs and stops when you hit a button.
The general concept can be found here
https://youtu.be/sbL9k0VA4OY

I explain how to create a potential infinite amount of gestures using an animator state machine.

========IMPORTANT========
Thank you Bertrand Steenhaut for the help
If you can't open the animation file, you need to set the Serialization to Force Text. While in Unity, go to Ed...

▶ Play video
toxic sphinx
#

do you guys know how to hide your nametag?

clear yew
#

A big container to cover it from all sides.
And a shader to cut it out but show the world through it

toxic sphinx
#

how would i make something spin

split flower
#

If you want something to spin it’s a not very fun process , it involves using two different objects if you want to be able to enable and disable the spinning and going into the node editor to change the animation smoothing to linear to make the constant spinning effect

#

It really takes an impact on avatar performance but if you really want it, it can be done

gritty estuary
#

how do you add multiple animations with sound to your avatar. I can only get 1 working

toxic sphinx
#

Oh okay😅 thank you on the information

pliant harness
#

so i want to try adding dances or animations to my character...how would i add them to my emotes?

#

and maybe add music to it?

sacred nova
#

hello everyone, you know the avatar animation controller, which one is the 'z' key / laying down emote. Im lost ;-;

clear yew
#

Proneidle or something like that

sacred nova
#

thank you so much ❤️

pliant harness
#

im trying to get a certain animation to play when i do an emote

#

its like a sound thing

#

@clear yew

sacred nova
#

this is the best source that I've found to help add sounds or music to an emote

pliant harness
#

but im trying to add a animation like the particle .pieces

sacred nova
#

ooh

pliant harness
#

yeah its dificult i could show you what i mean in screen share if you could?

#

@sacred nova

narrow iron
#

is there a way to make an animation continuously replay in an emote?

pliant harness
#

yeah been wondering the same thing

fervent plaza
#

I think you can just click the loop check box, on the animation file, otherwise idk if the SDK made it so it can only last a certain amount of time.

pliant harness
#

the thing about it is...is that

#

it'll replay in the unity thing, but it wont replay in vrchat

#

itll do one time and thats it

fervent plaza
#

Then you will need to set it as a gesture, and have a separate amature and body to spawn when you do the gesture

pliant harness
#

well i already have it set to emote

fervent plaza
#

Emote wont loop, based on what you said

#

otherwise I think you can use an inventory system, to make it spawn a model with the animation attached, and then disable your characters skinned mesh renderer.

pliant harness
#

im already confusion

fervent plaza
#

If you want a emote to loop, you use a inventory system. otherwise, you will need to make it a gesture.

#

Both will require you to make it so the emote/gesture disable your skinned mesh (body) and enable another character model that is attached to your armature.

#

These are the methods I know from before the 2018 update, not sure if there are newer ways.

#

Question:

For some reason my Animator keeps getting disabled when I click onto the animation timeline. Because of this when I hit the play button in the game scene, the animation wont activate. Is there something I am missing?

charred vigil
#

what do i have to set these to to make the audio local to me

mighty iron
#

is the audio you added to an emote supposed to play in the building process?

covert patio
#

i dont think it should? Because it should be disabled. Then the emote enables it. if it is playing in the building process, i'd imagine it's cuz it's enabled.

thin karma
#

how do i make enable and disable animations for my avatar?

jaunty nest
#

gestures or emotes with a custom animation controller? is that what you are looking for?

mighty iron
#

i disabled the audio emitter in the animation window and followed the tutorial by risqy but it still plays in the building process?

clear yew
#

@thin karma xiexes inventory manager

narrow iron
#

does anyone know how this is done?

pliant harness
#

okay so im trying to figure out how to add a dance with a song onto my avatar, but it only plays the song and opens and closes its hands

hollow perch
#

needs to be in an emote slot, not a hand gesture... OR you duplicate your avatar, put the animation on the duplicate, uncheck it, drag it inside your main avatar, and in the gesture slot, instead of playing the animation, you check the unchecked avatar copy, and you hide your Body mesh.

#

the emote slot won't affect your performance rank, but it gets cut off after 1 minute and gets activated from the emote menu.

The second one will activate from a gesture and keeps playing forever, but it doubles the amount of stuff for the performance rank

pliant harness
#

well the emote doesnt repeat it just plays for as long as the dance goes....and the dance can be looped it just wont loop

#

@hollow perch

hollow perch
#

to loop it is easy: you can check Loop Time / Loop Pose in the animation clip

#

I was addressing the part about "it only plays teh song and opens and closes its hands" - that means you put it in a gesture slot not an emote

pliant harness
#

i would like to show you what its doing....

#

and i do loop it doesnt loop in vrchat it just stops

thin karma
#

thank you so much guys ❤️

serene vale
#

I'm having issues getting an animation working for sheathing/unsheathing a weapon. Tried duping the weapons in the hands and putting them in the sheathe and having one vanish and the other appear, problem was that it was linked to the hand when in the sheathe so it moves so I fixed that issue but couldn't figure out how to connect it to the chest so it stays in the sheathe so I tried bringing the weapon in on its own into unity but it wont become part of the model and they are just staying as avatars on their own. I'm at a dead end, unsure what else i can do.

serene vale
#

nvm, figured it out

desert urchin
#

Hi ! I am looking for an animation to roller skate if it already exists

clear yew
#

anyone know how to make prone idles?

mighty iron
#

(weird quetion) does anyone know how to find good twerk animations? theres only one on mixamo and i dont like it 😦

bold sonnet
#

i made a animation for a lolipop to be held in the hand but i just dont know how to disable the one in the mouth whilst the animation is played so only the one in the hand is showing, i have tried deleting the lolipop in the mouth on the duplicated avatar (that didnt work) aswell as just disabling it so it doesnt show that didnt work either

clear yew
#

If it's on the model by default then you'll have to use an invisible material.
If it's added on with a mesh renderer then you can just disable the object

bold sonnet
#

it’s just a mesh within unity but I have tried disabling it on the duplicated model and deleting it too but still shows when I play the animation

#

As I still want it to show when the animation is not playing

young hearth
#

you have to animate your character model without the lolipop including in with the lolipop that is held on your character's hand, thats how it works.

bold sonnet
#

thats what im trying to figure out how i would go about doing this, how would i put two animations together

#

into one animation clip

clear yew
#

Copy. Paste.

clear yew
#

i'm having slight trouble with the audio on emotes

#

i have moved the audio up, made the volume at 1 but when i try to play the emote it's very very low

#

Probably because it's too loud at base.
VRChat automatically detects this and changes your volume settings accordingly.

#

huh

undone edge
#

So, I made an avatar animation which I sent to a hand position, why can I not quickly turn the animation on and off in game, it takes ~4 seconds to return to my normal hand position

#

how do I make it not do that

jade sparrow
#

@undone edge are you using gestures or emotes?

#

@clear yew vrc has a runtime mechanic to turn down very loud audio, you are able to make your audio louder, but I wont explain how to do that here.

#

@narrow iron Retro sells this mechanic, it is not public how he made his inventory system.

#

@bold sonnet if the lolipop is a separate mesh you just need to animate the mesh renderer to turn off. You can add as many layers as you want to the dopesheet of your animation. If its a gesture, it will be 2 frames (both the same) for each item you are trying to trigger.

#

(Going to bed, will reply to dms and pings in the morning)

undone edge
#

@jade sparrow it's a hand gesture

jade sparrow
#

alright, show me your animation dopesheet

undone edge
jade sparrow
#

ok that looks fine

#

now I want to see the inspector while you click on the animation file

#

you need to make sure you have loop time off

undone edge
#

oh

jade sparrow
#

😉

undone edge
#

what does loop time even do?

jade sparrow
#

it loops the animation

#

for example dance animation in fortnite

#

they are like 4 second clips that are looped

#

gestures cannot be looped

undone edge
#

Gotcha, thx

jade sparrow
#

😄

#

Im a vfx animator in vrc so you asked the right person

clear yew
#

I fixed it

clear yew
clear yew
#

So im trying to make a system for firing dual weapons (the gestures and everything work fine as intended) but im having an issue with the rendering of the particle systems on the weapons. Im trying to make a gun fire effect but when I upload to vrchat the particle just gets stuck in the ground. I have the simulation space set to world (seems to cause the issue) but setting it to local makes the particles move with my hand (not what I want). Does anyone know a fix to world simulation space particles getting stuck on the ground in game? Thanks. If you need more info or have questions just ask and Ill do my best to answer

#

I heard something about having to add a rigibody component to the wrist but if I do so the SDK will prevent the model from being uploaded.

proper hedge
#

@jade sparrow it is public, but barely anyone understands it lol

grizzled knoll
#

i have a question. Im trying to make an emote that has multiple charachters dancing but when i upload to vrchat and play the emote the main avatar animtes but the others are just tposing

proper hedge
#

you need an animator on each one

#

the emote should just enable the disabled objects, and the animators should be on by default

dawn verge
#

Is there a way to modify all the vertices at the same time for all shape keys in blender to avoid breaking animations?

light locust
#

I have a problem with gestures, they are twitching ever so slightly, there are only 2 frames in the animation and looping is turned off, how can I fix this?

young hearth
#

in the animation tab, the diamonds needs to be next to each other

#

and loop needs to be turn on

obtuse tendon
#

I’m hitting a wall with implementing a nuke animation within the avatar itself. No matter what I do, the animation won’t show.
The YouTube videos I’m finding isn’t useful

young hearth
#

whats your issue, what are you trying to do

obtuse tendon
#

Well I’m attempting to hot key the animation to a gesture. I think assigned the nuke to the particles section.

#

The nuke animation is there but for some reason it’s not showing up on my avatar screen do some odd reason

undone edge
#

Is there a way to make custom hand gestures not take really long to go to a different hand gesture

clear yew
#

?

#

they take 1 frame

undone edge
#

@clear yew for me, when ever I do a custom hand gesture that I made (ex. putting an item in my hand) while it's instant, when I switch to something else, it slowly moves the hand to the hand gesture

clear yew
#

then you have more than frame 0.00 and 0.01

#

you need just one frame of animation for gestures

undone edge
#

hmm, I'll look into that

round lichen
#

Hello i'm looking for a prone walk, it's cat walk it's lot of use in avatar in vrchat but i can't find the motion.. Need help ! Ty

clear yew
#

I think I know what you're talking about but I don't have it, I do have a dog run though which is pretty similar

zinc parcel
#

ey found out about bones and i been adding bones to the hair and quick question is it recommened to make each hair a sepret bone?

clear yew
#

Hair bones and skirt bones are the biggest culprits in people's very poor ranks because they add many colliders and dynamic bone scripts to them.
I recommend trying to keep the bones down a bit if possible

zinc parcel
#

okay

round lichen
#

That prettyy close but not the one i look for ;u;

worn cove
#

is there a way to pause an animation and resume it from the frame it was stopped? instead of starting over

clear yew
#

Not that I'm aware of with standard animation in VRChat.

round lichen
#

I found a pic of the motion i looking for, please mention me if u have it thanks ! (prone idle WALK)

vast fern
#

Hey, I'm new to working with particles in Unity. I've seen avatars that have different particle behavior when the gesture is enabled and disabled. For example, starting the gesture charges up an attack, and releasing it fires the attack. Anybody know how this is done, and if there's a guide for it?

proper hedge
#

there are a few ways to do it, i don't know of any guides really

#

if you know how to animate, basically you are just animating a property to 1 when you stop using the gesture

#

meaning the default property value needs to be 1, and the gesture animates it to 0

#

that's the basic idea. but it comes with problems

vast fern
#

Okay, I think I get what you're saying, but won't that mean the effect triggers when spawning in for the first time?

proper hedge
#

cause if your default value is 1 you need to prevent the effect from firing yes

#

there are multiple strategies for overcoming that problem

#

i have a package here for animating on release. it's probably more robust than what you need if you're just doing particles only, but this how i would recommend doing it overall

vast fern
#

Honestly, having no sense of direction at the moment, anything helps. Thanks, I'll take a look.

proper hedge
#

doesn't come with a guide, but it should be readable i hope

#

use gesture manager

#

will help you test

vast fern
#

I've never messed with the gesture manager. Does it work with the two gesture trick? The particle animation I'm making is pretty beefy, and I don't wanna trigger it by accident.

proper hedge
#

yes you can test gestures exactly the way the overrides work in game

vast fern
#

Gotcha, thanks again.

proper hedge
#

for the on release prefab there, the point is that the last animator there will be started on release of the gesture

#

there is a gesture example, iirc

#

you can put an arbitrary animator there. i have provided a sample animator that just turns on a child game object

jade sparrow
#

This tool is super useful! Ive been looking for it for a while. Thanks @proper hedge

vast fern
#

Sorry for the delay, I was making my particles how I liked it before I opened up the on release package you made. I've never worked with the animator tab before, but I assume that I'm just supposed to click on the start behavior node, and replace the Motion section with the animation I actually want?

#

Just wanna make sure I'm doing this right before going in too deep

#

Oh, also assuming I copy that thing in the default that changes the animator state as well.

vast fern
#

Wait, nope, now I think I understand. I don't think you even have to touch that tab. Took me longer than I care to admit to put the pieces together, but I realized what all the names mean.

urban oasis
#

may i request help with shift key animations

vast fern
#

Alright, I've tried tinkering with the prefab and I think I didn't actually understand it. Here's how I set my hierarchy

Basically, the combo gesture works well enough. I'm able to use two emotes to activate both game objects and activate the charging sequence. The problem is, the fire sequence then activates immediately afterwards, without releasing the gesture.

Deactivating and reactivating the gesture just causes it to immediately play the fire animation again. Strangely enough, the fire animation deletes itself from the hierarchy after it finishes playing. I'm well and truly stuck and don't know how to proceed.

urban oasis
#

well guess i wont get help here then

vast fern
#

In fairness, you didn't specify what the problem you're having is. What are you trying to do exactly?

urban oasis
#

lemme give a screenshot

#

the actual emote wont play it just turns into a statue and duplicates itself

#

i have zero clue how shift key animations even work and i only got a bit of info from someone else and im stuck

vast fern
#

When you say shift key animations, do you mean on the keyboard using Shift+F1 through F8? Just trying to make sure I understand what it is you're saying here.

urban oasis
#

yes

clear yew
#

What exactly are you trying to do with that? Why are you spawning a duplicate of the model? Are you trying to make it dance when enabling a gesture?

urban oasis
#

yes i want it to dance

#

idk why it duplicated or anything

vast fern
#

Can you take a screenshot of your Unity hierarchy so we can see what that looks like?

urban oasis
#

ok

#

should i just expand it all

clear yew
#

Put an animator on the duplicate
Put an animation controller on the animator of the duplicate
Set the animation controller's default state to the dance animation.

vast fern
#

Not all of it, just the base objects, though it seems like Panda knows more what they're talking about than I do

urban oasis
#

wait dont i need the override or smth

#

or am i using something wrong

vast fern
#

The override on the main model I think, but the animators on the duplicate.

urban oasis
#

you mean the one with the play symbol and the 3 boxes

#

?

#

i feel like i need a guiding voice showing me what to do

#

i hope i get more help because i am still confused

vast fern
#

Sorry, but as I posted earlier, I know next to nothing about animators, I can't help

urban oasis
#

man the yt videos dont help neither because they use a different version and the one i tried just got rid of the animation i had

#

if only it would work the same as normal emotes

vast fern
#

Ah, well, finally figured out what was going wrong with my issue. The information was all there, I just had to piece it together in my head. Best of luck with your dancing skeleton

urban oasis
#

if

#

only if

clear yew
urban oasis
#

oh god please let this be the one

keen grove
#

Hello, I'm new to VRChat and interested in the animations of the Avatars, I understand that they are limited to 8 animations/gestures and they are triggered by shift+F keys on keyboard and hand positioning on VR. My question is how does Index Controller work to hand gesture all of the fingers if it needs one per finger and there's only 8?

clear yew
#

You make the assigned gesture with your hand.
We have to make it so all the different controllers are somewhat standardized and compatible with each other.

urban oasis
#

i am now currently stuck at the animation bit at 2:20 because i do not have that tab

#

well what do i do now

clear yew
#

Window > Animation > Animation

urban oasis
#

now im stuck again because i dont know how i can get there

clear yew
#

Get there?

urban oasis
#

yeah i dont have this exact thing that the one in the yt video has

#

so im just stumped on what to do

#

again

clear yew
#

I don't understand what you're stuck on

urban oasis
#

well basically he has that at the start

#

meanwhile idk what to select

#

he can just add this willy nilly but idk what i am suppose to actually select

clear yew
#

You add in the thing you want to enable (that is disabled by default). The clone of the avatar that has the dance animation on it.

urban oasis
#

so i just pick the thing i duplicated thats suppose to do the dance?

#

yes

#

ok

#

my brain is deterroating i now know

#

damn i think it will finally work now

#

please for the love of god work

#

it didnt work

#

god why must i be doomed with such bullshittery

clear yew
#

Is your main avatar animation controller placed on the avatar descriptor?

urban oasis
#

you mean the override or is there something else i should use

clear yew
#

Yeah, the override

urban oasis
#

yeah

#

on all 3

clear yew
#

On all 3?

urban oasis
#

yeah the 2 on the descriptor and on the top

clear yew
#

The one at the top is fine. Does the copy spawn in when you do the animation?

urban oasis
#

no now theres no copy even

clear yew
#

Did you change the properties in the animation to enable the clone and disable the body

urban oasis
#

wait

#

how do i enable the animation on the properties

#

where is it

#

i can only add audio

clear yew
#

What?

urban oasis
clear yew
#

good name

#

That's the dance animation

urban oasis
#

yes