#animation
1 messages · Page 125 of 1
is there a way to screenshare so you can point me to the right direction
i have actually zero clue on what you mean
We can call I guess. I'd rather do this in the chat though.
for me the chat is less helpful because i cannot tell where what is with just text
but if its not comftorable with you i guess i can keep going in chat
If it'll help it's fine
Go ahead and start
ok wait
Turns out I was wrong, again. I don't know how to get the on-release trigger to work. Well, kinda. I'm able to get the animator to re-trigger the animation by doing the appropriate gesture, setting the animator to it's default state, but the animation still plays on runtime.
Taking a look at the animator, it looks like it starts going into stop_behavior as soon as the prefab is in runtime. Even in a brand new project with nothing but the unity package in there, it does this same thing, which as far as I can tell means the animation will play on runtime each bit. Is there any way to prevent that? Or am I misunderstanding how the prefab works? @proper hedge
Make sure you haven't edited any of the default files, or the default state of the objects. The output object should be off by default, and that prevents the first run. if you want this under a combo gesture, you need another animator to disable output, since the combo gesture necessarily means are you going to reset the parent, which will cause it to fire if you don't shut disable output while the parent is off
That's the problem, I can't even get this working on a single gesture. I've made a new project with nothing but this prefab in it, and it just turns itself on after a second.
Output is supposed to turn itself on, but the animator on output is what the gesture starts on release
You need to know how to use an animator
The goal of the prefab is to enable the animator component on output, on release
And you use that animator to animate what you want
On child objects
Ooh, I see. Alright. Didn't try tinkering with that I should be able to just make a new animator controller that enters into the release animation I want then?
Yeah but it should come with a sample output you can probably just use that
The sample output animates on a gameobject iirc
Ah, okay, now it's starting to make more sense. Thanks for the help, I'll try to get tinkering again.
@vast fern i put an example prefab in the sample output folder
the gesture turns off the animator component on "onrelease_trigger" by animating behavior.enabled 0. This will cause the animator to start over when the gesture is released and behavior.enabled 0 returns to default 1
this lets the start_behavior clip play, which is a clip that animates behavior.enabled 1 on the child animator(output)
for 30 frames
then stop_behavior plays, which animates behavior.enabled 0 on the child animator, stopping it. the animator rests at the stop_behavior state until it's reset again with the gesture
the first run through is skipped because output is disabled, so the animator component will not play anything when start behavior is animating it on
while start behavior is playing, that means output animator is enabled for 30 frames, and you have a 30 frame budget for that animator
you can use that animator to simply animate constant values on or off, or you can use it start other animators which do not have a fixed length
the example prefab i added to the sample folder just has the sample output already set up with the child gameobject to animate. the gameobject will shut itself off using a particle system so you can do it again with animating the gameobject back off some other way
So, I tried to read through this and understand it as best I can, but I think I'm still missing something. So, I guess I'll have to detail my process.
I started off with the handgun emote to trigger the first phase of the animation. The animation file looks like this.
http://prntscr.com/s8vo90
Using your new prefab, I've set up my hierarcy like this: http://prntscr.com/s8vpbh
For reference, WXFMR_Nuke is the second phase of the animation that just plays a particle system on awakening. It is set to On.
I press the play button, and using the gesture manager, I turn the Handgun emote on, and the phase 1 particles show, I turn the handgun emote off, and the particles all disappear and nothing plays. Looking at the hierarchy as I toggle the checkbox shows that the game object attacted to the prefab that is the parent to WFXMR_Nuke never turns on.
How would i use an animator to make a second arm mimic the main arm? been playing around with it for a while and cant figure it out
you would use constraints
Previously we would use a rigid body and joint system.
But as of unity 2018 we now can use the constraint system
and how would i go about doing that?
Huh. Thanks for the video. I swear that's the way I did it, but I guess following it along just idiot proofed it for me. Thanks
oo, think i got it
am i right in thinking i really just need a rotation constraint if i want to keep the arm where it is and just have it movee like the main arm?
just a simple animation
made all particles
Could someone help with something, i made this avatar and i want to add a dance with sound to it but without having to make a duplicate avatar inside the avatar, how should i do it?
Put the dance on an emote slot then not a gesture
But what if i want the sound too?
Add a sound file, in the animation enable it and play on awake
Tysm!
yo i got broken vismemes and i don't know how to fix it, for some reason parts of the (insert correct bone here, either chest or breast bones) are being connected into (all of?) the vismemes. i tried restricting it by vertex groups but while it looks good in blender, it still breaks in game
@clear yew the thing you said to kenji, thanks
Select the vertices that shouldn’t be moving, open the search menu and search shape propagate
Hm?
you just taught me how to attach sound to emotes
easily
thank, f3 for search right?
ok, i did the thing
they are selected and i searched for the boio
now vhat?
Boio?
equivilent of " thingy"
sorry, i have a very heavy meme accent
or is it dialect
?
idk
i think it may have worked
it seems to be less broken, thanks @clear yew
You might have to do that to all the broke shape keys
problem is that that is most of them, also there are a lot that i think aren't being used but they are ahrd to pick out
also they are named weird
thanks either way, you have shared some of your wisdom
In the particle sub-emitter menu, is it at all possible to make a sound effect play, or to turn a game object on or off? For example, if you wanted to make a bullet make a collision sound after the particle dies.
Dunno if this question belongs here or somewhere else
not sure if it works with sound but you can activate objects
https://youtu.be/UOzLfrZYnSM
https://www.youtube.com/watch?v=Y6FpX4blik8
You can use it for sounds yes
How do i create random eye or ear animation for when i'm on desktop?
i got a question, is there maybe anyone who can help me make clone animation that you can use multiple times and which only stops when the animation is done
With all due respect, I hope you don't use that very often
Made the animation for my friends avatar he just uses in private worlds
Not meant to mess with people's screens ^w^
why would an animation rotate an object globally instead of locally?
it usually does local rotation but my animation clip seems to be stuck on the pivot's global rotation
Hello,
Maybe someone have a free alternative to the unit package "tail animator" to animate tentacles please ? 😁
hey i was wondering if anyone could link us a video or guide on the inventory system? id like to be able to spawn objects etc thanks in advance
Create a spawn animation
@clear yew Have you looked at the simulation space in the inspector?
do non particles have simulation space?
What do you use to animate?
I made a blinking animation and put it in an animator controller for my Body mesh, and when i edit the animation it works, but when i preview it just does nothing
Anyone have the caramelldansen animation or other various jpop/kpop dances?
@ or DM me
@autumn haven i was just keyframing a world scene manually
does anyone know what specifically needs to be done to make a particle effect appear in the mirror? some of my avatars work there and some don't
I have a question about full body and animations, I have a model that has a bell and I want the bell to do a sound when I move, my plan is to add the audio source component and activate it on all the movement animations (or atleast on all the ones I have animations for) but will that also trigger the sound when I walk with full body?
if you use the analog stick then yeah
ok, so it wont trigger when I move around in my play space with full body? if thats the case then that sucks DX
does anyone know how to make vmd animations to work in vr-chat? with music and stuff too? and would like to join for a call? ;3;
Is there any way to leverage the automation from Bitanimator on an avatar despite it not being whitelisted by VRC? I've seen recently uploaded avatars that somehow have and use bitanimator, but whenever I try to upload my avatar with it, I get an error about it stating that it will be removed by the client
What does bitanimator even do?
So, it's an expansion of the animator in unity so instead of having to use keyframes, you can sync certain elements of your avatar to the beat for example and it does it all automagically.
It's really kind of a godsend for automation
so you don't have to spend countless hours keyframing.
How I've done audio reactive things is make a script that does the changes, then another script catches those changes and writes it to the default unity animation
That's actually not half bad of an idea and I guess would accomplish the same thing I'm trying to do. I'm just beyond understanding how other people are getting their AV's to upload with bitanimator.
They probably arnt, why do you think they are?
I spoke with a content creator in world who told me that there's a "Trick" to getting it to affix and upload with your avatar and then he demonstrated one of his av's that is using it.
He said something referencing parenting of the audio object
but, I'm not sure how that applies.
Anyhow, it looks like I might need to find an alternate means for this.
Well it depends on how this component works, you cant have it be a child of your avatar as then the SDK deletes it
Does it still work outside the avatar?
That's a good question... I guess I could try to move the object outside of the avatar class and see what that does.
in the event you were curious.
All the SDK sees is the non white listed script. So if you can have it outside the avatar reaching in then that might work. I honestly dont see how to get around it besides that or baking to keyframes
Id look into it more but I have finals tomorrow. Good luck
Good luck on your finals!
Do let me know if you get it working as it may be better than my home baked solution
Just following up, evidently once this script records the keyframes for you, removing it won't remove the keyframes it's recording, so it has no negative affect on the avatar.
So, the solution is to simply remove it pre-upload
yo, i am trying to use a finger trail as a pen and i got the emotes setup to control it, but when i use them, there is a 7 second delay between me emoting and it stopping emitting
same with when i try to disable to finger trail to clear it
7 second delay
yes i am a newb at this
Does it go all slowmo?
the trail? no
Nah the fingers
Ah, are your animations only on 0.00 and 0.01 keyframes?
No if its longer than that you experience the slowmo stop which was what I was hinting at
if they are that short that is correct
You said emotes tho, are you using emote toggle props or just gestures
Should work but who knows
🤷
solid maybe
the annoying thing is that it is working as intended minus the delay
Well the delay is usually caused by having the animation be too long for a gesture. IIRC when you only have one keyframe it mimics that
it fixed it, thanks @cold pulsar
Great!
Can anyone help me please, i want to make a blinking animation for my character which plays normally
And i have setup the animation on the Body mesh and the animation does make a blink and stuff in the editor
But when ever i play or preview, the animation just gets removed from the controller?
now i need to figure out how to make it erase
Why not just use the standard blinking animation for VRChat? It's not hard to set up, just takes 4 shape keys in the first four shape key slots
does anyone know why audio keeps on overlapping over each other in gestures? well this is of course through animation so
for example a dance gesture with music
nvm fixed it
When i use a gesture to play for example dance animation, is it possible to make the second game object that is activating the animation continue playing animation while also enabling the main avatar to move independently of it without stopping the animation? Do i need to add rigid bodies to the one that is animating or something?
i have a NPC that should be walking around in my world but my animation sets him to the 0,0 point
You can use parent constraints with no targets now to leave it in place iirc
dang i cant get it working
Is it possible to trigger a katana with a right hand gesture out of a sword sheath that is triggered through a gesture of the left hand with only one animation? In the left hand gesture will be the katana in the sword sheath. And i want to trigger the katana into my right hand with another gesture while the katana in the sword sheath disappears. I don't know if these gestures have to be in one animation in order to work. I'm really new to animations and gestures.
You can use a two tier animation system using parent-children behaviour
Some people call them double gestures
Thanks i hope there is a good tutorial for that
Well i didn't find much about double gestures and two tier animation systems using parent-children behaviour. If you know where i can get some useful information please be sure to tell me.
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 the sheathe, the katana is inside
Gesture B puts the katana in your right hand
you can't use Gesture B without using Gesture A first
it's not just one animation, it's two animations at minimum
learn how to animate/activate props first, you'll understand double gestures more easily
@clear yew no targets won't work, you need to use exact weight values
@forest herald https://www.youtube.com/watch?v=yBwD15IiDDU this was made in 2017.4 but it's the same
helping someone on discord do a combo gesture
here are some things i used:
hand animations:
https://github.com/oofdesu/lin-unity-packages/blob/master/mixamo_gestures.unitypackage
gesture manager for testing:
https://vrcmods.com/item/4582
I'm trying to make a long animation (a 50 second animation) on a model for vrchat but everytime when I play the animation in game and then change hand gesture, it doesn't stop the animation, it just keeps on playing. Any fix to this?
Gestures cannot be longer than a starting keyframe at 0:00 and ending keyframe at 0:01, and the keyframe values should be the same, constant
If you need to animate with a clip that has length using a gesture, you need to use the animator component
what do you do when your animator stuff goes off into the infinite grid off screen?
@clear yew Press F
i see it refocusing my grid but it remains blank, and i would think that i accidentally deleted it all but all my animators are this way now
Did you click on the other layers ?
In that case i have no clue, never heard of animators emptying themselves like that before
is there a new pack of default hand gestures or something? Trying to use one from a 2018 guide but when i drag them to my avatar it doesn't actually pose it at all.
?
nvm for some reason the thumbs up gesture from the pack isn't working but the hand open one is.
double nvm. For some reason some of them have "loop time" checked off and that seems to be what's making them not work. Thumbs up, rock and roll, and victory have it but HandOpen, HandGun, Fist and seem to work.
huh?
@old basin you need loop time off on gestures
Gestures are 2 frames, and loop time off
yeah figured since it seems to work. Idk why half of them defaulted on for me
how would I be able to add the animation you get when crouching with C?
@odd tendon so you want to have a custom crouching animation?
You need to place the animation in the "CROUCHIDLE" Slot in the "CustomOverrideEmpty" (Make a duplicate) included with the vrc sdk. Then place it in the "Custom Standing Anims" and the "Custom Sitting Anims" in your VRC_Avatar Descriptor
oh ok
Pretty sure it should be proneidle, not crouchidle. Crouch and standing use the IK
isn't proning when you press z or no
Prone is Z yes. Avatars with sitting animations and crawling animations replace proneidle and pronefwd.
If the animation override controller is in your avatar descriptor then yeah. You could try it with the crouchidle I guess but I don't know if it'll work
alright guess I'll try it and see how it goes
yeah animations didn't work I'm guessing I did something wrong
was I supposed to set the controller to this?
No, the root animator controller gets replaced by the animation controller you put in the avatar descriptor. There's no need to put one there unless you're testing animations
oh ok then what's the problem then
cause the crouch or prone animations aren't working
I'm not sure without taking a good look at it myself
If you pick up the gesture manager you can test the animation and see if it works, and that can help narrow things down a little bit
anyone know why animations "break" when I upload them to vrchat? Like they look fine in Unity but as soon as they are in VRChat, the positions are all weird
Are you animating muscle groups meant for the armature rig?
Hold on, Im capturing gifs of what it looks like
https://gyazo.com/242a77451baf38bb24da9bf3f5fc9da3 and in vrchat
its specifically the arm thats messed up
even its default pose is now incorrect
Are you animating the root model or a copy of the model with an idle animation
im animating a copy that just has the needed objects and animation
Hm, so what is wrong that breaks?
if you look at the top on the first gif, that is the external robot arm that is supposed to do two things
first state is that it uses parent constraints and follows my left arm with rotation and all, and it works fine except for right now. the second state is when i disable its constraints and let it hover like that, "carrying" the third speaker
but what happens is that the arm rotates and positions itself away from the speaker in-game as well as having a weird default pose. it should just align with my normal arm but instead it rotates 90 degrees and just goes out almost fully straight, with some minor finger movement here and there
How are you hiding the root model? Just disabling the body mesh yeah?
yeah i disable the whole object, ill screenshot
thats the original one and the other is the experimental one that i use for animations
I think there's a bit of a disconnect in what I said and what you thought I said.
how i understood it was that you asked how i hide the root model for when i try to animate.
ill reupload it, maybe i accidentally uploaded the wrong one out of the two
I was asking how you hide the model when you play your animation, which was why I mentioned the method of disabling the body mesh, not your animation testing model in the scene.
not too sure what you mean. are you referring to the whole model or strictly the external arm?
When you spawn the dancing model, do you do anything to the root model
I mean, what I do is that I just put the animations into the custom overrider and let the root model be as is, so that the animations play on it when triggered in-game
So I dont necessarily spawn any new models
So the dance animation is on an emote and not a gesture because you're not spawning/unhiding a model that has the dance animation as an idle on it?
One thing Im curious about is that it doesnt seem to include these other two gameObjects, rather it goes straight to uploading the model only with all its childs
Yeah exactly, it is on an emote
So reason why I have that "freezer" object to begin with is to make the speakers and the external arm not move with the player model, instead they will just stay static while it carries out the animation
by using parent constraints that lock on to it when the animation begins
Huh
the highlighted model in the scene is the main model while the "Freezer" object that is right above it is just meant to be a parent for the arm and the speakers when an animation is played.
Does it not have a Body mesh then? Or is Freezer what Body is renamed to
Freezer is purely a gameobject, it doesn't have anything.
Huh, I'm trying to wrap my head around this setup, things aren't where they usually are
So is FLCL group a root avatar or is it a game object that contains your avatar and its children?
Well, to explain it from the beginning. I had imported mixamo animations that I wanted to use on my character. Issue back then was that when animations played, the speakers as well as the external arm would spin around with my character. So to prevent that, I made a gameObject(Freezer) to constrain them to it while the animation was carried out.
FLCL group is the latter
A game object that contains your avatar and its children. That seems like a very error ridden way to go about it, where is your avatar descriptor placed? FLCL Group or FoolyCooly?
On FoolyCooly, and honestly, if I knew any other way of doing this, I would definitely go about it differently
I have no idea if that actually works or not, it sounds like it shouldn't work at all and that you shouldn't be able to upload an avatar like that. Or at the least you'd get just the avatar but not the parent that came with it. It could be that speakers aren't moving because they're pointing towards nothing, just empties.
haha no no, the speakers are supposed to be static, what Im trying to prevent is this https://gyazo.com/85774d561737caea78aada9160ea85bd
Yeah, like rigid bodies with no fixed joint they stay in place. I've been told constraints can do the same thing. That's what I'm saying.
they do? well that would make things a ton easier, but with the constraints ive got right now, i get the same result as in the gif
in fact, those are just constraints without a parent attached to them
Yeah, that might be what's making them work and not move is what I'm saying.
Which is an interesting thing to consider.
So should I just try to rip it out of FLCL group and use rigid bodies instead? without fixed joints that is
I'm not sure, if the setup seems to be working it seems to be working. Don't change something that isn't broken and all that.
yeah sure, i mean the only broken part is the default stance of the external arm as well as the moving speakers during an animation
Ill try out rigidbodies, ill make a back up real quick
You could have the arm's rest pose be what you want the default stance to be. I don't know what good could come out of controlling the arm part though
no no, the arm part works completely fine when in resting, or well, did. it was only until i added animations that it got weird. its moreso just a lil cool thing that i can use in a default position
ill try to fix and show you what i mean
this is its "default mode"
seems like rigidbodies dont stop it
uh okay so now it works, but just for one of the animations
this is very odd but ill experiment further
I think you need to freeze the axis on the rigid bodies so they can't move. I don't recall, it's been a while since I touched them
yeah no dw, just had to get clean animations again and they stopped moving. ill have to come up with some way of turning on and off rigidbodies for that arm since there is no easy way from what ive seen so far, so just the speakers themselves will have to do
oh well thanks man! appreciate the help and all
No problem, it was interesting learning about your setup
haha glad to hear. yeah no it was a mess but at least i learnt a lot
one last question, is it possible to loop emotes or do i have to use gestures?
You can turn on looping in the animation but it most likely won't loop depending on the emote, depends on how you set it up. You can artificially loop by copying and pasting key frames though
ah I see. I wanted to keep the animation going until i manually walked around and turned it off but
guess Ill just have to settle on gestures
Anyone know the list of default hand gestures ? I forgot 😦
And / or if they got a website where I can find other custom hand gestures.
you mean just the names or the animation files?
of the default ones that is
You can try these, I've had them for a long time
yeah i use that one
Does anyone know of a way to create an animation controller that can be used to create and animation that will toggle the Body mesh of an avatar and also toggle an object parented to the head? This isn't a Toggle im trying to make because that would be super easy, im trying to make an object with a 30 second keyframed animation control the separated parts of the model.
(the idea is to make an animation that starts with the body turned on and an object on the head toggled and animated, then after a few seconds the body turns off to make the model "invisible")
The issue is with object parenting and having the object with the controller turned off (hiding all parented things) until it is toggled on
Why not had something on the root of the avatar with a constraint that pairs it with the head so it stays on the head. That way it doesn't get hidden.
I don't know of any real way to mess with the body mesh outside of the root animator though, normally I think people make their intro animations with a shader that cuts out the base model and then material switches into something nonintrusive when it's time to have the real model show up.
Oki, I am going to say this before I get into the whole reply part of what I'm about to type.
I really REALLY appreciate your response to my question because almost every single person I have asked has been unable to even come up with something to help (even those who has made what I am trying to do themselves) so I am super happy that you tried to help...
but...
In the first sentence of that there is an issue. Constraints. In the year I've been playing and the 9 or so months I've been in Unity making models, not once has there ever been an SDK I've been able to get my hands on (official or not) that will allow me to upload a model with either constraints of any form (rot, pos, whatever) or rigid bodies on the model. I still don't understand why I seem to be the only person with this issue but it sadly is going to make that a big... won't work for me if I tried situation.
I am not NOT NOT saying what you said may not work for others, or is even a bad idea at all.... it's just that I would be unable to upload the model at all if I tried that. I really don't know what's going on with my system and SDKs. I can't even get the new VRCSDK2 Because it won't allow me to upload anything at all so I guess I have no work arounds for this. UGH
also wow I am sorry that was a lot longer than I wanted it to be I am just getting a lil stressed out by these sorts of things that happen to be me specific
If there is a way that consists of things that will allow me to upload the model than I will gladly try it... oh and also custom scripts don't work either
Constraints were only recently added to the new 2018 update which might be why they didn't work for you earlier. I have recognized that there seems to be a problem with the newest SDK for some people to be unable to upload. Custom scripts never worked for VRChat avatars at all
scripts and constraints seem to make sense to some people when I can't upload them but every person I have asked gets confused when I can't upload rigid bodies
cause apparently they are very useful and needed for things like particle systems for gun firing and stuff (also things I'm having a lot of trouble with)
Huh, that's a little odd
They're set up properly yeah? A rigid body and a joint that it connects to
if a rigid body component is on the model
no upload
parenting and stuff doesnt matter
It doesn't upload?
it prevents it
greyed out with the big stop sign error boi
What error?
like when a quest model has an unsupported shader
its more than a you shouldn't have this so it will be very poor on upload, its a REMOVE THIS TO UPLOADD
Are you on the PC platform or Android platform? That could be a factor if it's an error like that.
Pc
always
Can you show me the error?
lemme open unity
ok to make sure its not some parenting issue and im placing a rigid body in a way that would normally work, where should I add the component
this is just a test so whatever works is fine
ya know
imma just get my friend to get my the newest sdk prior to the SDK2 stuff and try to get the particle stuff working with rigid body
if it doesnt work it doesnt, if it does.... I GET TO ANNOY MY FRIENDS YAY
Just to check, what unity version are you working in? I ask everybody this question
2018.4.20f1
Yep, that's right. Interesting
aight got the sdk
so.. do you know how to fix particle systems set to world simulation space just getting stuck on the floor in game
a lot of people told me the fix was with rigid bodies but never told me how
its a gun fire system. functions like one is actually a big lazer but still
If you aren't using fullbody then the IK-Follower works in the same way as a rigid body and is less performance heavy.
But otherwise it's just a system of using a rigid body and joint system. I haven't used them myself in ages so I wouldn't know exactly what needed to be a rigid body and what needed to be a joint
hecc. im getting fullbody so it will be used on the model in the future but hmm
we need more people and by that imma annoy my friend in dms for a bit then test
ah yes, after getting messages about things all day no one replies
so, like a gud friend imma hop on and ask them myself : P
you should not be using ik follower anymore, and don't use joints for things that don't require physics
use constraints
dont put things inside your armature
How can i have custom emote animation playing while also allowing my avatar to move around without stopping the emote?
Have the emote start an animator
this emote starts an animator, but you need to implement what you want
or for the lazy people like me, take the emote animation, clone your avatar and put a controller with the animation onto the clone, then put the clone on your avatar. Now in a gesture just turn off the body mesh of the main model and turn on the clone. thats about it
tried to create a custom sitting animation. I will start to move up. Both keys in the idle are the same (sets)
i wanna ask does anyone know how i can loop emotes? the actual button for it doesnt actually loop it
Could someone teach me the basics of animation?
like actual animation or just apply an emote to your avatar
Animation.. I'm trying to make a version of one of my friends Avatars but he won't help me out.
I just want an object to go to hand and play a sound effect.
well thats far out of my league but does he not give you like any hint or smth?
Nope.
well then im sorry i cant help you with that
:(
hopefully someone else picks up your question tho
Thanks anyways ^v^
this pandadara might be helpful, i mean he helped me with shiftkey animations (even tho i forgot already) maybe he can help
How do I add a soun effect?
im not sure how far you are into it rn BUT i can say you gotta make a duplicate of your avatar then after that click on the duplicate, click on window and go to animation and click the first option, then you gotta scroll all the way down, add a proportion (the song). it would be wise putting it in the duplicate and then after adding (you gotta click the plus) and hit the checkmark then it should work for the audio to emote
im pretty sure you can but idk how to have it activated it
i guess you could just google it but im also not sure of it. all i know is emote to audio not solely audio
Okay.
I'm trying to get my purple trusted
But it's not working :(
You'd think 800 hours, 400 friends, and a bunch of uploads would give me it
easiest would be to have model with sound source on disabled by default and have a gesture enable the "gameobject" that have the model and sound in it and have a keyframe that enables it while pressed down "handgun,fingergun etc"
@fallow latch that's how I have it
have u tried to have an empty gameobject as parent for the "bat" where the bat is always enabled but the gameobject before "parent" is disabled until enabled by emote?
I think I got it to work
I just copied the bat animation and added the sound source to it @fallow latch
Probably not the right way to do it, but it's my way
if it works it works 
For anyone looking to add animations to their costom avatars in a hurry, I'd recommend Mixamo. It's a free site where you can upload your avatars and choose from hundreds of different animations to add to them. Good luck!
For particle animations, do you need to have the particle somewhere in the original model before duplicating the model and activating it's particle?
Its technically not necessary if you follow the same hierarchy and naming as the duplicate, but for ease and to lower the chance of accidentally messing it up, its better to put it on the og model, then duplicate it to animate it
Yeah regarding particles, you want to put the emitter on the bone structure, ideally towards where you want it to play, easily to manage and more dynamic feeling in-game. and then You can just flick it on or off in the animator by targetting it.
Either can have it as the 1 frame on trick when holding a gesture, or you could shove it in a toggle emote, that just holds it on or off.
I've got an animated mob i'm testing that plays various particle effects during certain animations, ideas to use them as a basis for combat damage on colision.
I have an avatar that was converted to a humanoid rig, I created a humanoid animation and I copy pasted the generic transforms into it. It works. The problem I am having is that it doesn't seem to cut that animation and transition into the next animation which also uses those generic transforms. Any ideas why?
How can I do an audio emote that you can still move?
How do I add a sound to an emote animation?
make an gameobject name it w/e add sound and disable it and make it so the animation enables it
Hey, everyone. Could someone help with animating custom shader's value? When I try to change it just returns to the first value. Any tips?
Like this
How would you go about looping only certain part of an animation? Say i want to have an animation that plays something appearing once, but then looping an idle animation for the thing that appeared? For example, when the gesture is performed, the gun appears, cocks, and goes into a looping animation of it just, existing. whenever i attempt this it usually loops the cocking animation over and over again.
You would have the animator have 2 nodes, the first is the cocking which transitions into the second node which loops it's animation
Anyone have a Glock holding animation that I could have?
the spaitializermixer is missing for some reason i had it before and its somehow disappeared anyone got the files for it? cause the audio wont play on the animation if its not there
Kind of specific but does anyone have a DJ/turntable animation? or something similar that looks like equipment is being worked on
Name it w/e?
Oh...whatever. I thought that was a naming string convention, I don't know how nitpicky the VRC SDK can be on these things.
I have a blinking animator in the body of my avatar. My gestures have animator behavior disabled. Everything works fine unless I move. When my avatar moves, the idle animation in the body stops until I use a gesture to disable then reenable the animator again. The animation would stop every time I move. Rotating while remaining in the same spot does not seem to cause this issue. Any ideas what may be causing this?
Hey, everyone. Could someone help with animating custom shader's value? When I try to change it just returns to the first value. Any tips?
@civic magnet Any hints, anyone?
I'm having an issue of turning on an objects animator on by gesture
Have an gesture animation that isnt quite working right, its used to scale up part of the model but when the gesture is made it flickers between the initial scale and the one in teh animation, how do i stop this?
nvm, fixed it
3am brain = no good
Does using visemes on a body skinned mesh renderer as the face mesh, will this work? Or do I need to have 2 meshes one for body and one for facial animations.
Anyone know where I can find some free solider running (with gun) animation? I looked around but found nothing.
looking for a free tool to uses my vr headset and full body as mocap
Having some trouble animating in Unity.
Appears I can't animate any bones that have been set in the avatar definition. Bones not set in the avatar definition can be animated.
Get this error when I try to animate the rig with the animator definition out and then back in again
you can't animate the bone used in the humanoid rig
I've been able to fine in the past when creating finger animations for gestures, so I have no idea why it's not letting me do it now.
is there a way to make a animation play only once until the gesture is done? I'm pretty sure there's not but any kind of way would be useful.
yes there is, what are you trying to do?
Some kind of animations with items. For ex. Something falling on your head. Cause if it just repeats it kind of looks bad.
@proper hedge I don't intend to do any bad or harmful things.
Can I get the method please and thank you?
@odd coral click the animation file and change it off of loop
Is there a way to set how fast the animator plays frames, it’s like it turned my seconds to milliseconds with how fast it plays
Speed is set to 1 and there is no multiplier in the controller
I’ve also tried using an empty game object and new animation controller to see if that helps, but it still plays just as fast, if say it’s playing at about x4 speed
I'm making custom run/walk animations and i just noticed that the override controller doesn't have a StrafeLT clip slot so im just wondering how vrchat handles that
i recall someone saying that it was possible to have a gesture that plays an entry animation once, then loops another, and someone answering that it was doable with nodes
is there a tutorial for that sort of thing somewhere, and can you also do exit animations?
i cant find out how to make specific meshes appear on the particle system, heres what happens when i put it on
https://gyazo.com/e0f178e9c0c6d8115bf6e8eefbd73adf
is there a specific way i need to export or make a mesh in blender so that its visible??
or something i just need to fix in unity (was told to ask this here)
Check console to make sure there are no related errors
Your mesh might use a submesh and not be usable as a mesh particle
yep, heres the error https://gyazo.com/2f91c8e987f9909907bc212a95226163
how do i fix that?
any good tutorials for making a generic avatar with animations?
placing an animation override over the avatar did... absolutely nothing.
am i supposed to be using some other method?
...i think i might have to do them all from scratch, if push comes to shove, seeing as i can’t get them to preview right and they’ve been imported via FBX
hmmm
but i’ve seen models that do the same as i’m trying to do?
@green yoke be sure that mesh is merged and is using 1 material
Hey, everyone. Could someone help with animating custom shader's value? When I try to change it just returns to the first value. Any tips?
Can someone please help me ? I'm adding music to my animation and I don't know the best settings for Audio. I want it to play for people near me ONLY and not the full map
Hey, I'm having problems setting my mesh up to animate. I wanna create a simple animation of the door opening and closing so I can use a trigger to advance the animator and disable the collider. However, I cannot figure out how to get the door and it's related components to rotate at the hinge instead of in the center. I tried making an offset using an empty game object as a reference point, but it keeps putting itself back at the model's center.
Top left set it to pivot instead of Center
Never knew that button existed. Huh. Thanks again!
i have an animation which scales my avatar and im having an issue moving the view position along with it. I assumed it would work if i set the view position property in the animation but it stays at the same spot that it started, any advice?
iirc you cannot edit view positions after it is set
damn, looked like it could
I've yet to see any model that could without doing something fucky with cameras or shaders
So Im trying to get a item to spawn on my character with a press of like Shift f1, I got the animation set but the mini window doesn't show the item spawning.. help?
What does the animation look like? Are you just enabling an object?
enabling a object o.o
Is the animation on an animation override controller and is the animation override controller in the VRC Avatar Descriptor?
yes
Can I get some pictures of what you're working on then?
im trying to make an object fade in from invisibility over time. Im using an animation and setting the materials alpha from 0 to 1 over the a few frames but i cant find a shader that doesnt make the object look broken once its faded in. ive tried cubed's transparent and fade shader and ive tried poiyomi but they havent worked. anyone have any ideas?
Its just a bell bag for my Isabelle model, I just simply want to appear
Can I get some pictures of your setup and what you're working on so I have an idea how to diagnose what is wrong?
Otherwise I recommend getting the gesture manager for unity and testing your animation there.
Do you think that would work better then the one unity has?
You can test then in unity fine, you can also test through the animator tab to see if it works but it's more complicated but it lets you know if it'll work when you do the gesture.
whats a good way to get an object to move on a curved path in an animation, instead of just a straight path from A > B?
Don't know if it's the best way but you can make the first frame your starting point and last frame the final point at like 10 seconds
it will move in a straight lin but at the middle point, at 5 seconds, you will add a value that will make go side way
and you repeat that for each middle points
wouldnt that still be straight lines just between more points? or am i misunderstanding
something like this ?
Again, probably an easier way, I'm not expert in animations
I would use a script to do that normally but since they are not allowed in vrchat, no idea if that's the best way
i really hope there is an easier way otherwise it will take oh so long
dont suppose theres a way to animate things to move a certain distance instead of moving to a set point on the xyz?
can do that with particles, don't know about objects
you can use Bezier Path Creator for make a path then animator to create the animation - remove the path after animation make for vrchat compatibility 🙂
that may be exactly what im looking for
now to figure out how to use it
cant figure out how to make it follow the path in an animation so straight lines it is
how my animation looks in game
how it looks in unity
?????
literally all vrchat needs to do is follow whats in unity but its really sad that it can't do that
What are you doing to the oven mitts? Changing the material to be opaque instead of transparent?
Would probably be better to just enable them
Hey, I got a question for avatar creation experts...
See, the way I designed my characters, their eyes move by adjusting UV offsets as a shader parameter. I can animate this manually, but I was wondering if it were at all possible to have them use eye tracking like bone-based eyes? Maybe using parameters in meccanim?
Like is there some way to convert the eye bone's movement to my UV offsets? Two floats, eye_x and eye_y.
Any help would be greatly appreciated.
I don't want to use bone-based because I'm happy with how my eye shader works other than this.
Can anyone one help me
any vrchat teams Please Help me i did everything what it says but it didnt work Please Help
and i pressed return to home option
it didnt work!
Please help
How would i go about using a bezier path in an animation to move an object? i can create a path and have the object follow it but i cant figure out how to make it an animation
How would I go about having a particle effect or object not move with my avatar?
I have fog attached to my avatar and Id like it to stay static in the world when I enable it and not move/rotate with my avatar
Hi im doing a switch between my Main mesh and a looped animated mesh, by emote, the loop stays around 42 ish seconds only is there a way to make the animation infinite??
i just fin a solution with emote toggles
I have two saparete toggles, is there a way to configure them to make the switch in the same one?
Does anybody know how to add spawning animation or edit animator controller template?
@strong laurel copy enable.behaviour key from one file into other
@half veldt to do a spawning animation you simply need to attach an animation to the avatar and don't have it loop
yee
How come when I play an animation I set up I loose all of my movement ability. Like walking and arms. How can I toggle something and still have the animation play
Are you doing the animation with a gesture or are you doing an emote
Gesture: Fist
It also just plays instantly when I join no matter what gesture im doing
Fist tends to be very buggy when it comes to animations because it's not an analog on/off state but a partial
I found out why, thank you @clear yew
quick question: is there any way to make the visema shape keys linear? so instead of animating into the position it just snaps?
what is going in happen to November regarding the animater
ur not supposed to have the same "custom controller" in both Animator and Avatar Descriptor
it doesnt matter
it's automatically switched when you are in-game
shrink or increase, nope viewpoint still stays where head original is , least do for the anims i have that shrink people into a ball i have on my shoulder
Karhildr, thank you. I just saw the answer you sent 27 hours ago....
who is otaku
this is gonna sound a bit weird and i dont know exactly how to word it, but is there a way to make it so when an object is turned off via gesture, an object not below it in the hierarchy gets turned off aswell without another keyframe? kind of like linking their visibility status?
Sry for the bad audio but i have no clou how to set up obs :3
Saw again some people making cancer so i just joined.
(I dont think that i will upload this anim to vrchat)
what ya think
i know the audio is bad
ive been slamming my head against a wall for the last 2 hours and im so close to being done but it refuses to work.
I'm trying to animated an object on my avatar to fold away and fold out. I have two identical objects set up attached to the avatar, except one animates opening and stays open, the other animates closing and stays closed. the opening one is set hidden by default and then replaces the closed one when a gesture is used, except in game only the closing animation works, the opening animation refuses to play. Help!
cool nevermind it just started working for no reason
ARGH
@green yoke yes you can do that with stop action disable on a particle system, using trigger module to kill the particle and cause the disable of the object
is there a setting in an animation to have it play in reverse once it reaches its end? and forward again once it finishes that?
because currently i'm just freezing unity trying to copy entire animations and paste them and reverse them after themselves
im working on an animation for a kyouko avatar
https://www.youtube.com/watch?v=hlzg289BiG8
An animation of Kugatachi made for MrBumBandit's Kyouko avatar.
As you can probably see, the particles don't move with the fireball. This is an error only present in the preview, and functions normally in VRChat.
Took a little under a day to make by myself, with some help figu...
took about a day
the movements look scuffed in parts cuz this is my first time 3d animating lol
@clear yew you can use an animator with negative speed in the state. It will reverse the clip
How do you attach a particle to a model? I'm trying to get a magic circle to stick to my model's hand, but it always stays in the place I spawned it when I use it in game
If it's a world particle what we used to do was use a rigid body and fixed joint system. The problem with this is that it isn't the most optimized way now.
Later we moved onto a method that used the IK Follower script. The problem with this is that it breaks in fullbody and after sitting down in stations.
Nowadays in Unity 2018 we can use a constraint system to make particles follow bones
trying to make an avatar (first time) and it says that the model does not contain an animator. How do I do this if Ill be playing in VR, if it makes any difference?
Put an animator component on your model then.
under body?
Why under body? The animator component should be on the root of the model. Same with the VRC avatar descriptor .
That's fine. It's supposed to be there by default
this is what its saying in the build control panel.
Probably because you have the avatar descriptor on the wrong spot, like I said.
oh shit, sorry. Thank you so much
Vrchat keeps cutting my dance animations short how do i fix this
Excuse me what
Where did you put the animator
Put animator on the tail base, if you click in the animation then tail2 , f2 you can see the full path, Body wont find it
it assume its on tail2
So take it off the avatar and put it in the tail in armature?
check the path , it seems to start at tail2 then goes down from there
ohhh
can go into play mode, then drop it there and see if it start moving
thats my guess, click in the animation , tail2 , f2 shows the path where its ment to be
Got it ^-^
If I move the animator to the body instead of the avatar as a whole will it still to face expressions?
Are we able to have blinking be it's own animation again, or do we still have to stick em into the idle pose?
Why not use the blinking that's built into VRChat?
I'm not aware of there being one. I just remember the old method of sticking it into some legacy animation player going kaput, and people ended up having to stick the blinking in the idle pose itself as a fall back
Is the built in blinking what those vrc.blink/lid names for shapekeys do? @clear yew
Yeah basically. CATS can set it up for you and test the blinking.
Ah, well, that certainly makes things easier then v:
You can still make custom blink ( i never use the cats one ) if avatar still have a visme like it, just stick an animator on body
Hmm, well I got all the stuff renamed with the vrc. stuff in front, eye bones named Left/RightEye, and the body named body, but blinking seems no where to be found @clear yew
body or Body? It's case sensitive. Do you have the first four shape keys related to blinking?
Blinking ones do need to be the first four shape keys, CATS should automatically set it up and let you test them when you create eye tracking
So, obviously, that's not counting the Basis blend shape right?
Just starting from after it?
Indeed
Made this tonight, rig, anim and render 
thats awesome
so i have the standard caremelldansen animation and i want it to be looped like 2 or 3 times so the attached audio file will play for longer and not be cut off so soon
any ideas?
I made a rotating signboard above my head, which works in Unity, but it won't rotate in game. Does anybody know why?
@queen sedge How are you rotating your Signboard?
if its via an animator then you must ensure the animator is active constantly and that your Animation is set to Loop Time.
so I got a model from WOW working with lip sync and all that in game, and im wondering if there is a way to import the model's original animations (like walk cycle) instead of using the VRchat default walk cycle
You would have to convert them to the unity animation component and then replace the WALK_FWD in the override
How do i make my arm band rotate constantly with using blender on my avatar ?
Give it a looping animation of 0-360 rotation on a single axis with a linear curve
its been like 7 hours but I can finally try the animation thing I asked about earlier - to get the override animations working, do I set the "custom standing anims" to customoverride empty
and then input each custom animation into the appropriate slot
Yeah, you put your custom override animation controller into that custom standing animations. You can do it for sitting animations too if you want to do the animations while sitting as well
ok thanks
this might be the wrong place to ask this, but is there a way to add playing sound files as a custom emote?
Yeah
how
The same way you spawn a prop or an object. Enable an object with the sound on it.
got it. I guess if I wanted just a sound to play, i would have the object be invisible or unnoticable
ok so I got an emote to spawn a weapon, but when I do it, my avatar crouches down into a default position, and i cant do anything else while im using it or else the emote breaks
so for starters, how do I make the animation only spawn the gun, and not make my dude crouch into a default pose
Are you trying to do an inventory system using emotes or are you trying to spawn an object using a gesture?
just trying to spawn an object using a gesture. I have it set up to where the object is hidden normally, then when I use "rock and roll" in the custom override it plays the animation and spawns the object
but when I do that, my character also drops into the default animation pose
im testing all these in desktop mode, if that matters
Are you doing this in VRChat or in unity? If you're testing in unity that's what automatically happens when you apply animations to models, it's the default muscle pose, which is why we animate on duplicates to avoid this problem. If it's happening in unity then you don't need to worry.
Huh, odd. Is there anything on the animation that shouldn't be on it? Any transforms?
only on the hand to make it clench around the handle
How does the hand animation work? Are you moving the bones from the hierarchy or are you moving them from the rig/muscle sliders like with muscle animation editor
Huh, extra odd.
maybe ill just do it over again and hope for the best
why do some particles not show in mirrors is there a setting to activate that?
the duplicate is in the default animation pose even when im not in the animation panel - maybe thats whats wrong?
Generally that should be fine
ok i think I might have found out whats wrong with mine - To animate the obejct appearing, I turn on animation mode and then hide / unhide the object instead of using the "is active property"
i would try using the "is active" property, but I get an error when I try to get there - "The Avatar definition does not match the property path. please author using a hierarchy the avatar was built with". anyone know what that is?
does anyone here have a laying down animation that i can use. having trouble getting my avatar to lay down
everytime i upload an avatar my c drive keeps getting shit stored into it can i change i path bc im almost out of storage on that drive
@vague adder i'm not sure about the files created on avatar upload, but you can symlink your vrchat cache folder to a different location (drive in this case) for better storage
is it normal for .anim file to be over 100mb?
@cold pulsar issue i have with that is that the roatation happens in the middle below my avatar so it just gets moved away from my avatar when i rotate it in any axis. So i wonder how im sepose to get the pivot in the center of my armband mesh
don't know why my auto blink animation can work on unity but not on VRC, do i really need to put this on the idle override?
you can put an animator on the "Body" mesh and animate the blink there directly
¯_(ツ)_/¯
Where is the CustomOverride located or doesnt it exist anymore?
@pliant willow Ensure that you have the animator placed on teh "Body" Mesh as svel recommended. and also ensure the following is done to see if everythings connected right.
In your animator Component
- Set the avatar section to the animation avatar supplied with your .fbx. (While not always required, it definitely can make a difference)
- Ensure your Controller is the correct one that was used when making your blink animation
In your Animator Controller
- Ensure that your Default state is set to the Blink Animation you created
- Ensure your Blink Animation is set to Loop in the Blink Animation's File Settings
Other than that, try pressing play in unity and just seeing if the animation plays itself. If not you probably have an issue in your actual animation asset if the above fixes don't work
add animations to pc mode

hello when i try and make all these spiderman clones copy my movement it doesnt work they stay in a pose
what am i doing wrong?
their armature isn't being animated
k
each one of those spiderman clones is a mesh and an armature
what you probably want to do is animate a single spiderman, and then use parent constraint component on the duplicates
you need to copy your own movement?
ya
as in, with VR movements?
yep
or an animated emote
vr
try using a rotation constraint on the bones of the clone's armature
have the source be your real bones
see how that works out with like an arm or your neck or something
if the result is good, try it with the whole clone armature(all the bones that need to move, at least)
im not sure if this will work well, but it might
each bone in an armature, it's just rotating. your movements are rotations at the joint, from the parent bone end to the child bone start
so in principle all you need to do is copy rotations
wouldnt it be time consuming to put rotation constraint on each bone and whats its coping
yes it would be time consuming. there is a script used to set this up for another purpose, which is to freeze an armature in your current pose. you can maybe leverage the basic work that the script does for your purpose. but, you could also patiently set up the constraints manually. it's not so impossible because in many cases you can multi select and save work. it may be good for you to do it manually so you fully understand what you're doing after making errors. start small and work on a single limb or just your neck
it's copying the rotation of the corresponding real bone
you have a real armature that is actually moving with your tracking
these clone armatures need to have rotation constraints on them, with the source being the corresponding real bone
so that they get those movements from your real armature
k
and you're kinda facing yourself so im not sure what side effects will happen
maybe nothing!
when in doubt, mess with the constraint settings there in the dropdown. you can zero everything out or add offsets
k
hey i was following a certain video on how to add custom emotes/emotes + audio onto an avatar in unity
after following all the steps and importing into vrchat it didn't change anything, double checked if they were on EMOTE (since i'm on pc and can't use gestures)
You can use gestures with keyboard , shift+f1 to f8
@winter jetty you don't use Emote slots, put them in gesture slots and use shift+f1-f8 (left and right shift can be combined)
hey guys, i was adding some particles to my avatar and i dont see them in game, i create them, put them in place, put them in the armature, i make an animation with only the particle and i added it to the avatar, and in the game in only see that i move diferently the arm, but not the particle, any help?
its like this
if anyone could help me, it would be great, i was following a tutorial and did exactly everything, so i dont know what should i do to fix it
hi does anyone know a good workflow on how to create animation from a rig with iks and export a compatible animation clip to unity for the vrchat avatar?
hey, so i have a animation for blinking on my body mesh but it seems like whenever i have a customanimationoverride on my avatar it cancels out the blinking animation. Im not sure why it doesnt show the blinking because ive done manual blink animations for other avatars and they worked fine.
i can still see the blinking when i preview my avatar in the menu and i see the animation play while im in full body calibration but once being used, the blinking animation freezes.
Ik questions about 4 armed avatars have been asked before, but I dont need them to move with the others while walking/interacting or anything.
I just need the second pair to move in one specific animation and want to know if that is possible.
If so, should they be in a T-pose as well?
hmm, haven't messed with rotation constrains, but is there a way to reverse them? as in if one object rotates clockwise, the other one will rotate counterclockwise
i would use aim constraints to empties for the forearm and arm, then a load of rotations for fingers, the animation should be as simple as setting the weight to 1
they should be closer to an a-pose, but as long as you do it with aim constraints, it doesn’t matter too much @red ocean
@nimble ridge Pretty sure you can do negative values. Lindesus world constraint uses -1 to stay still, so maybe -2 would be exact opposite?
who wantts to be my ffriend
@nimble ridge try using negative weight on the constraint
hi guys is it possible to toggle a standing animation over colliders?
want a fly mode and a normal standing mode
hey guys, im triying to add a animation of my character opening the mouth and breathing fire, i supose i have to add a jaw? or i can do it with the lip sinc ?
does anyone have that default point animation?
Ok I don't know what I'm doing wrong but I cant seem to add anything more than a single sound to an avatar using either an emote or gesture
Is it possible for an object attached to my avatar play an animation whenever my avatar walks? I want it to lean forward when my character walks
Please @ me if you know the answer as I do not frequent this channel. Thanks in advance!
@subtle zephyr create a spare bone in your rig and in unity set that bone to the item's parent. You can then add an animation property to your walk cycle... i'm no expert but that might work?
Granted I'm the guy that cant get multiple sounds to trigger from my avatar.
hey guys, i was making an animation were my character open his mouth, but when i go to the finished animation and i click play the mouth doesnt move, anyone knows why?
Any help would be great even a tutorial. I've been seeing a lot of tutorials but can't find how to make it work
What I did was create a double of my avatar, click on create an animation, added the mouth blend property, make one frame with the mouth closed, add another one with the mouth opened, and other one far away with the mouth open too. And that's it, when I click on the animation the mouth doesn't move at all, and I have no idea why
Thank you @scenic quest I'll explore that option.
You can't activate a sound when you walk easily since that would be a non humanoid animation. Which has been broken since the quest release
If I want to create an animation from scratch on an humanoid avatar, do I need to absolutely do it on Blender or I can use Unity ?
Since I noticed you can't create humanoid animation
You can do both. If you do it in blender you export with the FBX
This one is a beginner and it managed to adjust the hypno-spiral eye animation on the Impim avatar the one thing it would like to get rid of it the eye-flashing animation. It guesses that it is some kind of default ... could someone please help me tailwags
guys how do you add particles to an animation? i just go and click on add property but it doesnt show
could anyone help me? I added animations to my avatars and it works fine in unity, but when i upload it to VRChat it doesn't work
Is it Possible to make gestures Right/ left hand specific
so instead of 8 you have 16 guestures
I have this error https://gyazo.com/5c9c81e1a4b974502672f7905cf4226c on my humanoid animation I am trying to do. I am on unity version 2018.4.20f1 which is what the website says to use. I have made animations before but that was years ago is there something I am missing?
How would I go about animating the prefab there? I tried to animate it with the duplicate avatar body with no success.
EDIT: I had it with the wrist before hand and moved it to the thumb to just try animating the thumb to make it move, but with little success.
@halcyon bramble add an animator component to that object and then it should be "animatable"
Ty ty, I'll give that a go
Do I have to change the controller in the Objects Animator component settings?
can someone help me im new to animations for pc
How would i go about making the sub emitted particle have the same rotation as the surface that the parent particle system collides with?
hey guys, how do you add a particle to an animation? because just putting it doesnt work, i supose i have to add something? i tried adding an animator ckmponent but it doesnt work
is there an easy way to convert legacy animations to humanoid?
New to multistages animations/gestures.
I have a sword on my back and I want to pull that sword - a few seconds afterwards the blade is glow is supposed to activate.
I know how to do both, but not how to have the glow stay active after it has been triggered. (gestures - restarting animator and so on.
@dapper blaze Not quite sure what you mean. But if you want to pull out the sword and have a glow on it a few seconds later. You add the glow and the sword to an animation and put a few second delay on the glow effect.
Isn't the gesture a replaying animation - meaning once it reaches the end it will restart without the glow and then reactivate it? (I may have missunderstood gestures from the get go).
i think it'll work if you just put looping on the glow
Hey there! I'm trying to apply custom sprint/idle animations to a model, but I'm having a little bit of trouble because I can't quite figuring out what each of the abbreviations corresponds to
I assumed that "SprintFWD" would be the animation used when sprinting forward, but replacing it didn't actually change anything for me
also, what are all the STRA animations beneath it?
It's not STRA its STRAFE:
STRAFELT = strafe left, the numbers are degrees
Im not sure if sprint is even used but it may be blended with run and walk depending on your speed
Wow I'm a dingus lmao
So is there no way to set an animation to be used exclusively when sprinting?
You can, you just can't do anything about the legs on humanoid rigs because the legs uses the IK to track the floor
So for say, a harpy model, I can't have it sprint by hovering slightly above the floor?
you would have to test it, as im unsure
I think most avatars like that use fake legs so they don't get bound by the IK
fair
Though, are you using a good flying animation?
I'm testing it on my side and I feel like it could work
Yeah I have the same one, hm, gonna have to do some testing with this. Let me know what you find out while you try things out
So, my thing is I don't want to use it for walk/run, I only want to use it for sprint
I've tested a bunch of stuff, haven't found anything yet that works
how can i make a model fly like a ghost instead of normal walk?
shiet
all i need is character to kind of float above the ground
do you know where your character's animation list is?
not really, i just started with this whole avatar creation thing
i exported a model from koikatsu, fixed the model with cats, exported into unity, fixed atlas and other small details, now its time to do animations and audio during gestures
i think i have a ghost fly animation for walking
i can search it if you want guys
im triying to add a fire animation here but its not working, any clue? i added a animator to the particle
Does anyone have some good dynamic bones hair settings for avatars with short bob style hair?
About this length, ive got settings that look nice when moving, but not when standing still, and i also have settings that look nice when standing still but not when moving.
That's really just a vrchat thing imo
Movement is jarring in game for the bones so if you prep them for movement they won't react well in other situations
Yeah precisely
I was hoping someone had settings that offered a bit of both worlds
you should use the distrib settings for any settings for dynbones
it will make it look way better than any basic setting
for short hair I usually use something fairly stuff
.88
.27
.3
.88
Ty! Ill try that out
Inert on 0.88 @clear yew ?
yes
i need some help everytime i use my animtion in vrchat it keeps looping but i have looping off in unity
anybody have any idea what i can do
can someone help me with adding animation to gestures? i tried and the main avatar won't move, yet the song and lip sync are working
What do i need to change in dynamic bones to make hair not travel too long away from my character when moving?
stiffness
i have a friend who doesnt have vr, and he always uses my avatar in desktop mode, so i wanted to make him an avatar that he didnt need vr for
im trying to make the security guard raise his arm for an animation, so that hes holding it out in front of him, but he just wont move his arm
ive seen plenty of avatars that are able to move your arms while in desktop mode with gestures, but it just isnt working for me
It could be that the arm movement is being overwritten by the idle animation.
I don't think I've seen any avatars having arm movements that were desktop players
i have an avatar that, when in desktop mode, moves your arm up to aim a gun when equipped
not made by me, though
I have an aura around the weapon in my hand in unity I got it to spawn in my hand ingame but the aura is not on the gun how do I fix this?
yo can we get a mod here or something?
hey guys, something weird happend to me, my animation was working corretly(with particles) and i dont know what did i do, that now i dont see the particles, the particles are attached to my head, others can see them and i can see them when im on holoport, so i dont know what did i do, the only thing i did was add a fixed joint to the particle to make it follow my head
so any clues?
i confirmed it, i cant see it when its attached to my head, so what could i do to see the particles on my head and have them attached to the head?
Is any way still have custom blink animation workin on the model ? Cant figure it out, neither putting anim on body or prefab not workin
Animator on body, then go animate the blink after (hit record and move the shapekeys what i do)
never really used the cats blink, since i have half blinks / double blinks
@heavy lily You cannot animate a humanoid muscle such as the arms in a gesture as the idle animation has precedence IIRC. Usually for these types of models you have multiple arms, disabling and enabling the ones you want. For a gun, you would disable your normal VRchat IK arms and enable ones that are posed in a position you want
@zinc gate You cant see particles on your head since your head is scaled to 0 when you are close to your model. Like you said you can see it in holoport because when your model is further away it doesn't scale the head.
You almost got it when you used fixed joints, but you should use a parent constraint to join the particle system (which should be a direct child of the main avatar gameobject) to the head. Then it wont be scaled
@zinc gate You cant see particles on your head since your head is scaled to 0 when you are close to your model. Like you said you can see it in holoport because when your model is further away it doesn't scale the head.
You almost got it when you used fixed joints, but you should use a parent constraint to join the particle system (which should be a direct child of the main avatar gameobject) to the head. Then it wont be scaled
@cold pulsar and how do i use parent constraints?
oh i discover it , i just have to click activate and add the head
Yeah its quite simple
thx man
also anyone knows the name of the animation on vr when you put all your fingers on the controler but you dont press any of it? mine is kinda buggy and i would like to fix it
but i dont know the name
@cold pulsar hey man, is this normal XD?
Im not sure @zinc gate, works fine for me
i dont know how i fixed it, started clicking everything and it got fixed
its for the parent constraints but dont know were
hey any help? i made an animation but it does not want to stick into the custom overide
it return to "None (animation Clip)"
nvm handled it my self
How do I use my custom visemes as Overrides?
I have blink, angry, sad, and blushing as well as prop spawn/despawn I need to prepare
Do you mean that you want to do those actions on gestures?
Yes
Gotcha! This one is good for face ones https://www.youtube.com/watch?v=vrY3FgpzLRY
Subscribe if you haven't and click Like if you enjoyed the video! Helps me out a lot!
Hello VRChat, welcome to my very first Tutorial Video for VRChat!
I am not a professional, all I aim to do is to teach you of my personal methods for VRChat Gestures Override and to hopeful...
I have the blank override file ready
I'm watching that one but I'm stuck at about 5 minutes in
ah! lemme jump to five mins
Is it the duplicating the avatar part and dropping the animation on it?
Is it necessary to duplicate it? I'd rather keep this thing optimized
Also nvm I'm kinda there??
yes. Or else your avatar will be stuck in the motorcycle pose. Duplicating doesnt actually harm your avatar stats. You delete it later, and basically u just use this duplicate to edit the animation files
You want to actually animate on the root of the avatar (the thing in the hierarchy that holds the armature and body of your avatar). You duplicate that part, and then create the animation file or drop an animation file upon it
Like this?
Yeee!
You also need two frames though
one at 0:00 and one at 0:01
u should be able to just duplicate the first one and slide it to 0:01
Uh I think I did it wrong
thats motorcycle pose. its ok if it happens on the duplicate!
just means that those bones arent bein animated, which is fine for gestures.
Okay, how do I make her blink?
If you set it up in CATS, then as long as the eyebones are properly configured ur good!
CATS isnt entirely necessary it just makes it easier
0-100!
you can also disable the og while you're working so you can see what you're doing-
YES
make sure both frames have it set to 100 or else it will flicker!
yep! so you can just delete the duplicate when ur done!
then you just put your animation into wherever you want in the empty override controller
Do I delete this file?
So if you want it to happen when you do victory sign, put it in victory. want it to happen when you do fist, put it in fist
You can!
Tbh i always forget to and then i end up with ten of em around my projects. dont be like me-
Uh I just previewed the animation file... is this something to worry about?
the motorcycle pose? no
yeee! Basically means those bones arent being animated by that animation
gestures only control finger bones so its fine
the idle controls the other bones
unless ur walking or w/e but tldr motorcycle pose no matter for gestures
angy time
now she blushy
Alright time to add the prop animation. I have sounds picked out for these
niiice!!! Dont forget to put them in the override, and then to put the override in the descriptor! otherwise u should b all good to go!
So this looks good for the expressions?
Yep!
Anything I should take into account since I want to use sound when spawning my prop?
Make sure its disabled, like ur prop normally. then have it enabled when u do the animation! Make sure its 3d. and sometimes it just wants the sound to be ogg? idk if thats a bug or what but ye.
I have 3 files picked out - 1 to spawn, 1 to despawn, and 1 to smack people with it
it should despawn automatically when you release the gesture so u shouldnt need a gesture specifically for despawning!
Yeah but I want it to make a sound when it disappears
ooooo gotcha
Had to sacrifice a surprised expression but it'll be worth it
So that prop tutorial should do the trick? And should I make the animation long enough for the entire sound clip?
And make sure the sound doesn't repeat?
It should! And gestures can only be two frames long, or else they'll like... extend out super long and its weird. It should enable, and then enabling the sound clip will allow the sound clip to play out without making it more than the two frames
and ye, make sure sound doesnt repeat unless u want it to!
Okay I'm stuck on the prop tutorial
What's up?
There's no dynamic bone in my version of Unity
Easy way is to make another gesture that plays the noise, that you can then do when you hit the other person by timing it right
There's no way to make a collider do that?
I think this goes over like actually doing that? but its waaaay over my head tbh https://vrcat.club/threads/how-to-play-an-animation-on-particle-death.2993/
[ATTACH]
LINK TO EXAMPLE ASSETS:
https://vrcmods.com/item/3813--Prefab-Animate-On-Collision-VRCModsVER-1-W-TUTORIAL
example video with sound: [MEDIA]...
Should I work on the spawning/despawning first?
of the prop? ye probably but u might have to edit it for this tutorial. and m still not entirely sure if it works on hitting players
pretty much! except u just enable it during the animation on both frames, instead of setting a shapekey to 100
triggers don't work on avatars! they're a world component
Awww
you also need an audio source to place the audio file on
It's right there in the assets - ElecPulse
Oh
So there's no other way other than playing it at the right time?
Nop! Unless you do the particle thing above
and still not sure how well that'd work
Does that work on avatars?
Oh
Especially as there's no real avatar collision. at least not with particles? like even if you set up particle collision with a high level of it, you can't collide with avatars. People ive seen with the particle death system still cant have tohers touch it, except with objects, or their own finger they added a particle to
Shoot...
You can make it so it goes off less by making it a complex gesture?
/compound gesture
so it'll only go off when the brush is out.
Yeee! kareeda goes over it in his tutorial
And you should only have to enable the game object! if the mesh renderer is already on it doesnt have to be set to on
why are you also seting LPBunny as active?
I dunno, I thought it was necessary for the anim
shouldnt be!
https://www.youtube.com/watch?v=DFl5k3zh3-Q and heres the audio guide!
Very basic tutorial on how to add audio to vrchat that is controlled by gesture override / this can also be used for weapons or other objects along with particle systems too.
and heres an audio tutorial!
It disappears when I uncheck it
because you set it as unactive in the animation
you have to delete that animation key
Oh
there u go!
I'd lower the max distance to smth like 5 perhaps (above the graph on the right)
And the animation needs to look like this?
You don't need to enable the brush again!
So basically, you want both the brush and the audio source to be natively disabled
like make sure the audio source is unchecked too, even if the brush is enabled
Huh? This is the spawning anim
then, one gesture enables the brush
ohhhh like theres a sound when you spawn? this isnt the bonking one?
thats fine then!
Total of 3!
gotcha!
yes that setup is fine for spawn then!
you might need play on awake checked actually
on the audio source
So I use the compound gesture for the smack?
yep!
Do I need a separate duplicate for that or no?
For the new animation? Yes
I'm not sure tbh. You can make another duplicate and drop ur anim on it and play it to double check. it should be fine tho
I dont use the animation previews-
Wait do all the audio sources need to be here?
Did you put the animation source on the duplicate and not the og one?
Yes
Okay. Gotta have everything you want to enable on the og one. Or elsse there's nothing for it to enable
Yeahhhhhhhhh my bad
its ok!
might wnat to undo your delete and go grab your audio source again to duplicate it onto the og model (making sure its named the same as u do)
It's okay I can just redo the anim
Hierarchy looks right now, right?
Just disable all the audio sources on the OG before duplicating, right?
Yep!
then just make srue on your brush spawn animation it activates both your brush and your spawn in sound.
on whatever gesture u want to make like the bonk sound on, you enable the bonk sound without enabling the brush
Wait, what does a compound gesture do?
it makes it so you have to do two gestures to activate something instead of one!
so, for example, i could make it so a sound played on peace sign
or i could make it so i have to do fist and peace sign to play it
with ur brush, u prob only want it to do the attack sound when ur brush is out. so thats why compound gestures are useful
So I can set it to do that when I press the trigger and side buttons of my Vive Controller?
Or am I reading that wrong
basically it makes it so you have to use two hands to do it
it makes it so like... lets say you activate the sound with victory sign. if you then do victory sign while posing, it'll play the sound. However, if it's compount, and you make it so you need fist and victory sign, it won't happen as randomly
So I can make it use the fist button, but only once the brush is activated?
its more like u can make it do the attack sound, but only when the brush is activated
Yeah that
yep!
So activate brush with one gesture, then play sound with another gesture, but only if the brush is out?
yep!
Anyone know what it is that causes this arthritis looking slow open and close hand gesture? it's bugging me that i don't know how to make the gestures snappy like how they should be
any help would be amazing
That looks like your gesture is more than two frames! Gestures can only be 0:00 and 0:01
Adjust the placement of the keyframes
^^