#animation

1 messages · Page 125 of 1

clear yew
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You want to select the one that has the animation to enable the copy with the dance animation

urban oasis
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is there a way to screenshare so you can point me to the right direction

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i have actually zero clue on what you mean

clear yew
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We can call I guess. I'd rather do this in the chat though.

urban oasis
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for me the chat is less helpful because i cannot tell where what is with just text

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but if its not comftorable with you i guess i can keep going in chat

clear yew
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If it'll help it's fine

urban oasis
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ok cool

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should i start it or you

clear yew
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Go ahead and start

urban oasis
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ok wait

vast fern
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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

proper hedge
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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

vast fern
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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.

proper hedge
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Output is supposed to turn itself on, but the animator on output is what the gesture starts on release

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You need to know how to use an animator

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The goal of the prefab is to enable the animator component on output, on release

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And you use that animator to animate what you want

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On child objects

vast fern
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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?

proper hedge
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Yeah but it should come with a sample output you can probably just use that

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The sample output animates on a gameobject iirc

vast fern
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Ah, okay, now it's starting to make more sense. Thanks for the help, I'll try to get tinkering again.

proper hedge
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@vast fern i put an example prefab in the sample output folder

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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

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this lets the start_behavior clip play, which is a clip that animates behavior.enabled 1 on the child animator(output)

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for 30 frames

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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

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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

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while start behavior is playing, that means output animator is enabled for 30 frames, and you have a 30 frame budget for that animator

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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

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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

vast fern
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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.

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

proper hedge
serene vale
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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

proper hedge
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you would use constraints

clear yew
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Previously we would use a rigid body and joint system.
But as of unity 2018 we now can use the constraint system

serene vale
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and how would i go about doing that?

vast fern
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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

serene vale
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oo, think i got it

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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?

coarse bridge
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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?

clear yew
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Put the dance on an emote slot then not a gesture

coarse bridge
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But what if i want the sound too?

clear yew
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Add a sound file, in the animation enable it and play on awake

coarse bridge
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Tysm!

left gazelle
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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

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@clear yew the thing you said to kenji, thanks

clear yew
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Select the vertices that shouldn’t be moving, open the search menu and search shape propagate

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Hm?

left gazelle
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you just taught me how to attach sound to emotes

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easily

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thank, f3 for search right?

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ok, i did the thing

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they are selected and i searched for the boio

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now vhat?

clear yew
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Boio?

left gazelle
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equivilent of " thingy"

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sorry, i have a very heavy meme accent

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or is it dialect

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?

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idk

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i think it may have worked

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it seems to be less broken, thanks @clear yew

clear yew
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You might have to do that to all the broke shape keys

left gazelle
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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

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also they are named weird

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thanks either way, you have shared some of your wisdom

vast fern
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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.

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Dunno if this question belongs here or somewhere else

clear yew
proper hedge
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You can use it for sounds yes

coarse bridge
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How do i create random eye or ear animation for when i'm on desktop?

lime slate
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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

autumn haven
clear yew
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With all due respect, I hope you don't use that very often

autumn haven
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Made the animation for my friends avatar he just uses in private worlds

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Not meant to mess with people's screens ^w^

clear yew
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why would an animation rotate an object globally instead of locally?

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it usually does local rotation but my animation clip seems to be stuck on the pivot's global rotation

deft sable
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Hello,
Maybe someone have a free alternative to the unit package "tail animator" to animate tentacles please ? 😁

ionic iron
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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

autumn haven
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Create a spawn animation

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@clear yew Have you looked at the simulation space in the inspector?

clear yew
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do non particles have simulation space?

autumn haven
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What do you use to animate?

coarse bridge
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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

hard sphinx
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Anyone have the caramelldansen animation or other various jpop/kpop dances?

@ or DM me

clear yew
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@autumn haven i was just keyframing a world scene manually

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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

hard sphinx
fickle ginkgo
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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?

clear yew
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if you use the analog stick then yeah

fickle ginkgo
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ok, so it wont trigger when I move around in my play space with full body? if thats the case then that sucks DX

stark hearth
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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;

keen tiger
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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

cold pulsar
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What does bitanimator even do?

keen tiger
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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.

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It's really kind of a godsend for automation

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so you don't have to spend countless hours keyframing.

cold pulsar
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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

keen tiger
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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.

cold pulsar
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They probably arnt, why do you think they are?

keen tiger
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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.

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He said something referencing parenting of the audio object

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but, I'm not sure how that applies.

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Anyhow, it looks like I might need to find an alternate means for this.

cold pulsar
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Well it depends on how this component works, you cant have it be a child of your avatar as then the SDK deletes it

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Does it still work outside the avatar?

keen tiger
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That's a good question... I guess I could try to move the object outside of the avatar class and see what that does.

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in the event you were curious.

cold pulsar
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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

keen tiger
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Yeah, I think you're right.

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Thanks for the helpful advice

cold pulsar
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Id look into it more but I have finals tomorrow. Good luck

keen tiger
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Good luck on your finals!

cold pulsar
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Do let me know if you get it working as it may be better than my home baked solution

keen tiger
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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.

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So, the solution is to simply remove it pre-upload

cold pulsar
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Yeah so it bakes it already then

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I'll check it out later, thanks for showing me it

left gazelle
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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

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same with when i try to disable to finger trail to clear it

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7 second delay

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yes i am a newb at this

cold pulsar
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Does it go all slowmo?

left gazelle
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the trail? no

cold pulsar
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Nah the fingers

left gazelle
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no

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using knuckles

cold pulsar
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Ah, are your animations only on 0.00 and 0.01 keyframes?

left gazelle
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ye

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add more?

cold pulsar
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No if its longer than that you experience the slowmo stop which was what I was hinting at

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if they are that short that is correct

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You said emotes tho, are you using emote toggle props or just gestures

left gazelle
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actually, there is only 1 keyframe

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i meant gesture

cold pulsar
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Yeah try it with the 2 keyframes 1 frame apart

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same keys

left gazelle
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ok

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did the thing, am now gonna test it, thanks in advance

cold pulsar
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Should work but who knows

left gazelle
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🤷

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solid maybe

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the annoying thing is that it is working as intended minus the delay

cold pulsar
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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

left gazelle
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it fixed it, thanks @cold pulsar

cold pulsar
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Great!

coarse bridge
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Can anyone help me please, i want to make a blinking animation for my character which plays normally

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And i have setup the animation on the Body mesh and the animation does make a blink and stuff in the editor

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But when ever i play or preview, the animation just gets removed from the controller?

left gazelle
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now i need to figure out how to make it erase

clear yew
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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

young hearth
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does anyone know why audio keeps on overlapping over each other in gestures? well this is of course through animation so

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for example a dance gesture with music

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nvm fixed it

wicked trench
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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?

sharp tartan
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i have a NPC that should be walking around in my world but my animation sets him to the 0,0 point

clear yew
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You can use parent constraints with no targets now to leave it in place iirc

sharp tartan
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dang i cant get it working

forest herald
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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.

clear yew
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You can use a two tier animation system using parent-children behaviour

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Some people call them double gestures

forest herald
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Thanks i hope there is a good tutorial for that

forest herald
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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.

odd latch
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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

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it's not just one animation, it's two animations at minimum

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learn how to animate/activate props first, you'll understand double gestures more easily

proper hedge
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@clear yew no targets won't work, you need to use exact weight values

sage vector
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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?

proper hedge
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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

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If you need to animate with a clip that has length using a gesture, you need to use the animator component

clear yew
muted prairie
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@clear yew Press F

clear yew
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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

muted prairie
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Did you click on the other layers ?

clear yew
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i clicked through them

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going to try restarting unity

muted prairie
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In that case i have no clue, never heard of animators emptying themselves like that before

clear yew
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that fixed it

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weird stuff

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lol

old basin
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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.

jade sparrow
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?

old basin
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nvm for some reason the thumbs up gesture from the pack isn't working but the hand open one is.

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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.

jade sparrow
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huh?

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@old basin you need loop time off on gestures

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Gestures are 2 frames, and loop time off

old basin
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yeah figured since it seems to work. Idk why half of them defaulted on for me

jade sparrow
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due to loop time

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Sorry grammar

odd tendon
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how would I be able to add the animation you get when crouching with C?

jade sparrow
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@odd tendon so you want to have a custom crouching animation?

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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

odd tendon
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oh ok

clear yew
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Pretty sure it should be proneidle, not crouchidle. Crouch and standing use the IK

odd tendon
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isn't proning when you press z or no

clear yew
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Prone is Z yes. Avatars with sitting animations and crawling animations replace proneidle and pronefwd.

odd tendon
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ok got it

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so what do I do now after setting the animations?

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do I just reupload?

clear yew
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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

odd tendon
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alright guess I'll try it and see how it goes

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yeah animations didn't work I'm guessing I did something wrong

clear yew
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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

odd tendon
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oh ok then what's the problem then

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cause the crouch or prone animations aren't working

clear yew
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I'm not sure without taking a good look at it myself

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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

clear yew
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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

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Are you animating muscle groups meant for the armature rig?

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Hold on, Im capturing gifs of what it looks like

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its specifically the arm thats messed up

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even its default pose is now incorrect

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Are you animating the root model or a copy of the model with an idle animation

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im animating a copy that just has the needed objects and animation

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Hm, so what is wrong that breaks?

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if you look at the top on the first gif, that is the external robot arm that is supposed to do two things

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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

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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

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How are you hiding the root model? Just disabling the body mesh yeah?

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yeah i disable the whole object, ill screenshot

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thats the original one and the other is the experimental one that i use for animations

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I think there's a bit of a disconnect in what I said and what you thought I said.

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how i understood it was that you asked how i hide the root model for when i try to animate.

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ill reupload it, maybe i accidentally uploaded the wrong one out of the two

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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.

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not too sure what you mean. are you referring to the whole model or strictly the external arm?

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When you spawn the dancing model, do you do anything to the root model

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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

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So I dont necessarily spawn any new models

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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?

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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

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Yeah exactly, it is on an emote

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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

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by using parent constraints that lock on to it when the animation begins

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Huh

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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.

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Does it not have a Body mesh then? Or is Freezer what Body is renamed to

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Freezer is purely a gameobject, it doesn't have anything.

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Huh, I'm trying to wrap my head around this setup, things aren't where they usually are

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So is FLCL group a root avatar or is it a game object that contains your avatar and its children?

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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.

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FLCL group is the latter

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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?

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On FoolyCooly, and honestly, if I knew any other way of doing this, I would definitely go about it differently

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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.

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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.

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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

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in fact, those are just constraints without a parent attached to them

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Yeah, that might be what's making them work and not move is what I'm saying.

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Which is an interesting thing to consider.

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So should I just try to rip it out of FLCL group and use rigid bodies instead? without fixed joints that is

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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.

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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

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Ill try out rigidbodies, ill make a back up real quick

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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

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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

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ill try to fix and show you what i mean

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this is its "default mode"

clear yew
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seems like rigidbodies dont stop it

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uh okay so now it works, but just for one of the animations

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this is very odd but ill experiment further

clear yew
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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

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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

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oh well thanks man! appreciate the help and all

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No problem, it was interesting learning about your setup

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haha glad to hear. yeah no it was a mess but at least i learnt a lot

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one last question, is it possible to loop emotes or do i have to use gestures?

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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

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ah I see. I wanted to keep the animation going until i manually walked around and turned it off but

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guess Ill just have to settle on gestures

sinful wind
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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.

clear yew
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you mean just the names or the animation files?

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of the default ones that is

sinful wind
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Just the names

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@clear yew

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Thank you @clear yew I appreciate it !!

clear yew
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yeah i use that one

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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.

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(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")

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The issue is with object parenting and having the object with the controller turned off (hiding all parented things) until it is toggled on

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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.

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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

proper hedge
#

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

wicked trench
#

How can i have custom emote animation playing while also allowing my avatar to move around without stopping the emote?

proper hedge
#

Have the emote start an animator

clear yew
#

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

dapper blaze
urban oasis
#

i wanna ask does anyone know how i can loop emotes? the actual button for it doesnt actually loop it

timid flame
#

Could someone teach me the basics of animation?

urban oasis
#

like actual animation or just apply an emote to your avatar

timid flame
#

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.

urban oasis
#

well thats far out of my league but does he not give you like any hint or smth?

timid flame
#

Nope.

urban oasis
#

well then im sorry i cant help you with that

timid flame
#

:(

urban oasis
#

hopefully someone else picks up your question tho

timid flame
#

Thanks anyways ^v^

urban oasis
#

this pandadara might be helpful, i mean he helped me with shiftkey animations (even tho i forgot already) maybe he can help

timid flame
#

I've made little progress

#

I have the bat appearing

timid flame
#

How do I add a soun effect?

urban oasis
#

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

timid flame
#

I did that.

#

Can I make an emote that's just an audio source?

urban oasis
#

im pretty sure you can but idk how to have it activated it

timid flame
#

Just put it in the controller?

#

This is my third time avatar making

urban oasis
#

i guess you could just google it but im also not sure of it. all i know is emote to audio not solely audio

timid flame
#

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

urban oasis
#

eh

#

it just somehow happens

timid flame
#

So the now the bat doesn't come out

#

But the sound loops (at least it works)

fallow latch
#

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"

timid flame
#

@fallow latch that's how I have it

fallow latch
#

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?

timid flame
#

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

fallow latch
#

if it works it works vrcLike

near tide
#

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!

halcyon bramble
#

For particle animations, do you need to have the particle somewhere in the original model before duplicating the model and activating it's particle?

covert patio
#

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

harsh blaze
#

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.

unkempt perch
#

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?

timid flame
#

How can I do an audio emote that you can still move?

delicate coyote
#

How do I add a sound to an emote animation?

fallow latch
#

make an gameobject name it w/e add sound and disable it and make it so the animation enables it

civic magnet
#

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?

clear yew
#

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.

cold pulsar
#

You would have the animator have 2 nodes, the first is the cocking which transitions into the second node which loops it's animation

timid flame
#

Anyone have a Glock holding animation that I could have?

tired mist
#

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

zinc sparrow
#

Kind of specific but does anyone have a DJ/turntable animation? or something similar that looks like equipment is being worked on

delicate coyote
#

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.

autumn yew
#

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?

civic magnet
#

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?

half marlin
#

I'm having an issue of turning on an objects animator on by gesture

serene vale
#

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

ancient fiber
#

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.

clear yew
#

Anyone know where I can find some free solider running (with gun) animation? I looked around but found nothing.

next linden
#

looking for a free tool to uses my vr headset and full body as mocap

analog onyx
#

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.

analog onyx
#

Get this error when I try to animate the rig with the animator definition out and then back in again

clear yew
#

you can't animate the bone used in the humanoid rig

analog onyx
#

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.

odd coral
#

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.

proper hedge
#

yes there is, what are you trying to do?

odd coral
#

Some kind of animations with items. For ex. Something falling on your head. Cause if it just repeats it kind of looks bad.

odd coral
#

@proper hedge I don't intend to do any bad or harmful things.

odd coral
#

Can I get the method please and thank you?

clear yew
#

@odd coral click the animation file and change it off of loop

ancient fiber
#

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

safe osprey
#

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

autumn haven
latent pulsar
#

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?

green yoke
#

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)

proper hedge
#

Check console to make sure there are no related errors

#

Your mesh might use a submesh and not be usable as a mesh particle

green yoke
#

how do i fix that?

latent pulsar
#

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?

latent pulsar
#

...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?

torn pawn
#

@green yoke be sure that mesh is merged and is using 1 material

civic magnet
#

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?

stray shell
#

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

vast fern
#

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.

scarlet schooner
vast fern
#

Never knew that button existed. Huh. Thanks again!

serene vale
#

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?

clear yew
#

iirc you cannot edit view positions after it is set

serene vale
#

damn, looked like it could

clear yew
#

I've yet to see any model that could without doing something fucky with cameras or shaders

spare temple
#

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?

clear yew
#

What does the animation look like? Are you just enabling an object?

spare temple
#

enabling a object o.o

clear yew
#

Is the animation on an animation override controller and is the animation override controller in the VRC Avatar Descriptor?

spare temple
#

yes

clear yew
#

Can I get some pictures of what you're working on then?

tender ginkgo
#

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?

spare temple
#

Its just a bell bag for my Isabelle model, I just simply want to appear

clear yew
#

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.

spare temple
#

Do you think that would work better then the one unity has?

clear yew
#

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.

serene vale
#

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?

clear yew
#

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

serene vale
#

wouldnt that still be straight lines just between more points? or am i misunderstanding

clear yew
#

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

serene vale
#

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?

clear yew
#

can do that with particles, don't know about objects

analog pivot
#

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 🙂

serene vale
#

that may be exactly what im looking for

serene vale
#

now to figure out how to use it

serene vale
#

cant figure out how to make it follow the path in an animation so straight lines it is

keen quest
#

?????

#

literally all vrchat needs to do is follow whats in unity but its really sad that it can't do that

cold pulsar
#

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

inner kettle
#

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.

candid pulsar
#

Can anyone one help me

clear yew
#

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

serene vale
#

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

heady talon
#

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

half veldt
#

@clear yew are you still here?

#

try launching to different world with launcher link

strong laurel
#

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??

strong laurel
#

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?

half veldt
#

Does anybody know how to add spawning animation or edit animator controller template?

torn pawn
#

@strong laurel copy enable.behaviour key from one file into other

clear yew
#

@half veldt Launcher Link? what kind of launcher link

#

it didnt work

heady talon
#

@half veldt to do a spawning animation you simply need to attach an animation to the avatar and don't have it loop

proper hedge
#

@heady talon

heady talon
#

why have I never found this

#

thanks

proper hedge
#

yee

livid nacelle
#

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

clear yew
#

Are you doing the animation with a gesture or are you doing an emote

livid nacelle
#

Gesture: Fist

#

It also just plays instantly when I join no matter what gesture im doing

clear yew
#

Fist tends to be very buggy when it comes to animations because it's not an analog on/off state but a partial

livid nacelle
#

So then

#

What should I do

#

Gun doesnt work either

livid nacelle
#

I found out why, thank you @clear yew

clear yew
#

What was the issue?

#

I'd love to learn in case anybody else needs the information

livid nacelle
#

I was stuck in a motorcycle pose

#

Fixed it to be Tpose

narrow oyster
#

quick question: is there any way to make the visema shape keys linear? so instead of animating into the position it just snaps?

trim grotto
#

what is going in happen to November regarding the animater

clear yew
#

set the rig as humanoid

#

and you have all the proper bones ?

#

good luck to you then

fallow latch
#

ur not supposed to have the same "custom controller" in both Animator and Avatar Descriptor

clear yew
#

it doesnt matter
it's automatically switched when you are in-game

noble shell
#

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

half veldt
#

Karhildr, thank you. I just saw the answer you sent 27 hours ago....

warped hazel
#

who is otaku

green yoke
#

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?

patent crane
#

what ya think

#

i know the audio is bad

sinful drift
#

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

proper hedge
#

@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

clear yew
#

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

high rapids
#

took about a day

#

the movements look scuffed in parts cuz this is my first time 3d animating lol

proper hedge
#

@clear yew you can use an animator with negative speed in the state. It will reverse the clip

sand marsh
#

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

clear yew
#

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

tacit sky
#

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?

clear yew
#

Put an animator component on your model then.

tacit sky
#

under body?

clear yew
#

Why under body? The animator component should be on the root of the model. Same with the VRC avatar descriptor .

tacit sky
#

sorry this is my first time

clear yew
#

That's fine. It's supposed to be there by default

tacit sky
clear yew
#

Probably because you have the avatar descriptor on the wrong spot, like I said.

tacit sky
#

oh shit, sorry. Thank you so much

safe osprey
#

Vrchat keeps cutting my dance animations short how do i fix this

slate silo
noble shell
#

Where did you put the animator

slate silo
noble shell
#

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

slate silo
#

So take it off the avatar and put it in the tail in armature?

noble shell
#

check the path , it seems to start at tail2 then goes down from there

slate silo
#

ohhh

noble shell
#

can go into play mode, then drop it there and see if it start moving

slate silo
#

So like this?

noble shell
#

thats my guess, click in the animation , tail2 , f2 shows the path where its ment to be

slate silo
#

Got it ^-^

#

If I move the animator to the body instead of the avatar as a whole will it still to face expressions?

orchid flint
#

Are we able to have blinking be it's own animation again, or do we still have to stick em into the idle pose?

clear yew
#

Why not use the blinking that's built into VRChat?

orchid flint
#

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

clear yew
#

Yeah basically. CATS can set it up for you and test the blinking.

orchid flint
#

Ah, well, that certainly makes things easier then v:

noble shell
#

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

orchid flint
#

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

clear yew
#

body or Body? It's case sensitive. Do you have the first four shape keys related to blinking?

orchid flint
#

Oh, do they need to be at the front?

#

and it's named Body

clear yew
#

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

orchid flint
#

So, obviously, that's not counting the Basis blend shape right?

#

Just starting from after it?

clear yew
#

Indeed

muted prairie
ancient matrix
#

thats awesome

left gazelle
#

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?

queen sedge
#

I made a rotating signboard above my head, which works in Unity, but it won't rotate in game. Does anybody know why?

clear yew
#

@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.

grim hinge
#

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

cold pulsar
#

You would have to convert them to the unity animation component and then replace the WALK_FWD in the override

edgy eagle
#

How do i make my arm band rotate constantly with using blender on my avatar ?

cold pulsar
#

Give it a looping animation of 0-360 rotation on a single axis with a linear curve

grim hinge
#

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

clear yew
#

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

grim hinge
#

ok thanks

grim hinge
#

this might be the wrong place to ask this, but is there a way to add playing sound files as a custom emote?

clear yew
#

Yeah

grim hinge
#

how

clear yew
#

The same way you spawn a prop or an object. Enable an object with the sound on it.

grim hinge
#

got it. I guess if I wanted just a sound to play, i would have the object be invisible or unnoticable

clear yew
#

You would have it disabled.

#

And then enable it in an animation

grim hinge
#

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

clear yew
#

Are you trying to do an inventory system using emotes or are you trying to spawn an object using a gesture?

grim hinge
#

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

clear yew
#

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.

grim hinge
#

testing in VRChat, in desktop mode

#

i did animate it on a duplicate

clear yew
#

Huh, odd. Is there anything on the animation that shouldn't be on it? Any transforms?

grim hinge
#

only on the hand to make it clench around the handle

clear yew
#

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

grim hinge
#

muscle animation editor

#

with the sliders

clear yew
#

Huh, extra odd.

grim hinge
#

maybe ill just do it over again and hope for the best

fast dagger
#

why do some particles not show in mirrors is there a setting to activate that?

grim hinge
#

the duplicate is in the default animation pose even when im not in the animation panel - maybe thats whats wrong?

clear yew
#

Generally that should be fine

grim hinge
#

well

#

guess ill just do it over

fast dagger
#

not sure where

#

the option to make particles show in mirrors

grim hinge
#

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?

restive venture
#

does anyone here have a laying down animation that i can use. having trouble getting my avatar to lay down

vague adder
#

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

pliant plank
#

@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

old yoke
#

is it normal for .anim file to be over 100mb?

edgy eagle
#

@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

pliant willow
#

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?

clear yew
#

you can put an animator on the "Body" mesh and animate the blink there directly

pliant willow
#

@clear yew done this already, still not work on VRC

clear yew
#

¯_(ツ)_/¯

rigid timber
#

Where is the CustomOverride located or doesnt it exist anymore?

clear yew
#

@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

nocturne cosmos
#

add animations to pc mode

proper hedge
clear yew
#

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?

proper hedge
#

their armature isn't being animated

clear yew
#

k

proper hedge
#

each one of those spiderman clones is a mesh and an armature

clear yew
#

kk

#

but how do i make the armature of the clones copy my movement

proper hedge
#

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?

clear yew
#

ya

proper hedge
#

as in, with VR movements?

clear yew
#

yep

proper hedge
#

or an animated emote

clear yew
#

vr

proper hedge
#

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

clear yew
#

wouldnt it be time consuming to put rotation constraint on each bone and whats its coping

proper hedge
#

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

clear yew
#

on every single one

proper hedge
#

yeah

#

make sure it's active too

clear yew
#

k

proper hedge
#

and you're kinda facing yourself so im not sure what side effects will happen

#

maybe nothing!

clear yew
#

k nice

#

thanks for the help

proper hedge
#

when in doubt, mess with the constraint settings there in the dropdown. you can zero everything out or add offsets

clear yew
#

k

winter jetty
#

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)

noble shell
#

You can use gestures with keyboard , shift+f1 to f8

torn pawn
#

@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)

zinc gate
#

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?

zinc gate
#

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

strong laurel
#

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?

clear yew
#

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.

red ocean
#

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?

nimble ridge
#

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

hybrid steppe
#

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

cold pulsar
#

@nimble ridge Pretty sure you can do negative values. Lindesus world constraint uses -1 to stay still, so maybe -2 would be exact opposite?

ripe beacon
#

who wantts to be my ffriend

proper hedge
#

@nimble ridge try using negative weight on the constraint

nimble ridge
#

👌

#

dankeis you two

clear yew
#

hi guys is it possible to toggle a standing animation over colliders?

#

want a fly mode and a normal standing mode

zinc gate
#

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 ?

woven bobcat
#

does anyone have that default point animation?

scenic quest
#

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

subtle zephyr
#

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!

scenic quest
#

@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.

zinc gate
#

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?

zinc gate
#

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

subtle zephyr
#

Thank you @scenic quest I'll explore that option.

cold pulsar
#

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

snow rover
#

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

cold pulsar
#

You can do both. If you do it in blender you export with the FBX

simple pivot
#

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

zinc gate
#

guys how do you add particles to an animation? i just go and click on add property but it doesnt show

clear yew
#

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

cobalt gyro
#

Is it Possible to make gestures Right/ left hand specific

#

so instead of 8 you have 16 guestures

ionic moat
halcyon bramble
#

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.

river dune
#

@halcyon bramble add an animator component to that object and then it should be "animatable"

halcyon bramble
#

Ty ty, I'll give that a go

halcyon bramble
#

Do I have to change the controller in the Objects Animator component settings?

serene panther
#

can someone help me im new to animations for pc

serene sorrel
#

How would i go about making the sub emitted particle have the same rotation as the surface that the parent particle system collides with?

zinc gate
#

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

clear yew
#

is there an easy way to convert legacy animations to humanoid?

dapper blaze
#

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.

slow acorn
#

@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.

dapper blaze
#

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).

slow acorn
#

i think it'll work if you just put looping on the glow

late radish
#

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?

cold pulsar
#

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

late radish
#

Wow I'm a dingus lmao

#

So is there no way to set an animation to be used exclusively when sprinting?

clear yew
#

You can, you just can't do anything about the legs on humanoid rigs because the legs uses the IK to track the floor

late radish
#

So for say, a harpy model, I can't have it sprint by hovering slightly above the floor?

latent pulsar
#

you would have to test it, as im unsure

clear yew
#

I think most avatars like that use fake legs so they don't get bound by the IK

late radish
#

fair

clear yew
#

Though, are you using a good flying animation?

#

I'm testing it on my side and I feel like it could work

late radish
clear yew
#

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

late radish
#

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

unreal stratus
#

how can i make a model fly like a ghost instead of normal walk?

late radish
#

that's what we're trying to figure out rn

#

actually

unreal stratus
#

shiet

late radish
#

just walk?

#

not any specific speed?

unreal stratus
#

all i need is character to kind of float above the ground

late radish
#

do you know where your character's animation list is?

unreal stratus
#

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

late radish
#

screenshot?

#

@clear yew for example: these animation swaps have zero effect

zinc gate
#

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

coarse bridge
#

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.

cold pulsar
#

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

coarse bridge
#

Yeah precisely

#

I was hoping someone had settings that offered a bit of both worlds

clear yew
#

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

coarse bridge
#

Ty! Ill try that out

coarse bridge
#

Inert on 0.88 @clear yew ?

clear yew
#

yes

arctic moat
#

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

clear yew
#

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

coarse bridge
#

What do i need to change in dynamic bones to make hair not travel too long away from my character when moving?

clear yew
#

stiffness

heavy lily
#

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

clear yew
#

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

heavy lily
#

i have an avatar that, when in desktop mode, moves your arm up to aim a gun when equipped

#

not made by me, though

clear yew
#

Interesting, is it on a gesture or an emote?

#

Or grabbing an item

heavy lily
#

it is on a gesture

#

a gif of the gesture im referring to

#

nobody?

#

damn

serene panther
#

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?

ashen gulch
#

yo can we get a mod here or something?

zinc gate
#

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?

zinc gate
#

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?

pale halo
#

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

noble shell
#

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

cold pulsar
#

@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
#

@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

cold pulsar
#

Yeah its quite simple

zinc gate
#

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

zinc gate
cold pulsar
#

Im not sure @zinc gate, works fine for me

zinc gate
#

i dont know how i fixed it, started clicking everything and it got fixed

#

its for the parent constraints but dont know were

tribal quail
#

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

lone venture
#

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

covert patio
#

Do you mean that you want to do those actions on gestures?

lone venture
#

Yes

covert patio
lone venture
#

I have the blank override file ready

#

I'm watching that one but I'm stuck at about 5 minutes in

covert patio
#

ah! lemme jump to five mins

#

Is it the duplicating the avatar part and dropping the animation on it?

lone venture
#

Is it necessary to duplicate it? I'd rather keep this thing optimized

covert patio
#

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

lone venture
covert patio
#

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

lone venture
covert patio
#

thats motorcycle pose. its ok if it happens on the duplicate!

#

just means that those bones arent bein animated, which is fine for gestures.

lone venture
#

Okay, how do I make her blink?

covert patio
#

If you set it up in CATS, then as long as the eyebones are properly configured ur good!

lone venture
#

Uhhhhhhhh

covert patio
#

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-

lone venture
covert patio
#

make sure both frames have it set to 100 or else it will flicker!

lone venture
#

Oh

#

phew

#

Okay, does it save the animation file automatically?

covert patio
#

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

lone venture
covert patio
#

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-

lone venture
#

Uh I just previewed the animation file... is this something to worry about?

covert patio
#

the motorcycle pose? no

lone venture
#

Okay good

#

Is it like a default pose or something?

covert patio
#

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

lone venture
#

Thanks!

covert patio
#

angy time

lone venture
#

Alright time to add the prop animation. I have sounds picked out for these

covert patio
#

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!

lone venture
covert patio
#

Yep!

lone venture
#

Anything I should take into account since I want to use sound when spawning my prop?

covert patio
#

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.

lone venture
#

I have 3 files picked out - 1 to spawn, 1 to despawn, and 1 to smack people with it

covert patio
#

it should despawn automatically when you release the gesture so u shouldnt need a gesture specifically for despawning!

lone venture
#

Yeah but I want it to make a sound when it disappears

covert patio
#

ooooo gotcha

lone venture
#

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?

covert patio
#

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!

lone venture
#

Okay I'm stuck on the prop tutorial

covert patio
#

What's up?

lone venture
covert patio
#

Oh! You don't need it

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It just makes things floppy, like hair

lone venture
#

Oh

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How do I make it make a noise when it hits someone?

covert patio
#

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

lone venture
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There's no way to make a collider do that?

covert patio
lone venture
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Should I work on the spawning/despawning first?

covert patio
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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

lone venture
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Oof

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Do I go about spawning the prop the same way I do the expressions?

covert patio
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pretty much! except u just enable it during the animation on both frames, instead of setting a shapekey to 100

lone venture
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I need to know before I duplicate it

covert patio
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Yep! I would make sure its disabled though before you duplicate

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just for ease

lone venture
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Oh I think I found the OnAvatarHit option

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Why won't it let me select my audio?

covert patio
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triggers don't work on avatars! they're a world component

lone venture
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Awww

covert patio
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you also need an audio source to place the audio file on

lone venture
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It's right there in the assets - ElecPulse

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Oh

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So there's no other way other than playing it at the right time?

covert patio
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Nop! Unless you do the particle thing above

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and still not sure how well that'd work

lone venture
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Does that work on avatars?
Oh

covert patio
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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

lone venture
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Shoot...

covert patio
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You can make it so it goes off less by making it a complex gesture?

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/compound gesture

lone venture
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Oh, really?

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Thank goodness

covert patio
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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

lone venture
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Now how do I add sound to the animation?

covert patio
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why are you also seting LPBunny as active?

lone venture
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I dunno, I thought it was necessary for the anim

covert patio
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shouldnt be!

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and heres an audio tutorial!

lone venture
covert patio
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because you set it as unactive in the animation

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you have to delete that animation key

lone venture
covert patio
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there u go!

lone venture
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So something like this looks good for audio source size?

covert patio
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I'd lower the max distance to smth like 5 perhaps (above the graph on the right)

lone venture
covert patio
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You don't need to enable the brush again!

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So basically, you want both the brush and the audio source to be natively disabled

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like make sure the audio source is unchecked too, even if the brush is enabled

lone venture
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Huh? This is the spawning anim

covert patio
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then, one gesture enables the brush

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ohhhh like theres a sound when you spawn? this isnt the bonking one?

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thats fine then!

lone venture
#

Total of 3!

covert patio
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gotcha!

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yes that setup is fine for spawn then!

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you might need play on awake checked actually

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on the audio source

lone venture
#

So I use the compound gesture for the smack?

covert patio
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yep!

lone venture
#

Do I need a separate duplicate for that or no?

covert patio
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For the new animation? Yes

lone venture
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Is that just the default or did I do something wrong?

covert patio
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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

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I dont use the animation previews-

lone venture
covert patio
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Did you put the animation source on the duplicate and not the og one?

lone venture
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Yes

covert patio
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Okay. Gotta have everything you want to enable on the og one. Or elsse there's nothing for it to enable

lone venture
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Yeahhhhhhhhh my bad

covert patio
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its ok!

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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)

lone venture
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It's okay I can just redo the anim
Hierarchy looks right now, right?

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Just disable all the audio sources on the OG before duplicating, right?

covert patio
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Yep!

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then just make srue on your brush spawn animation it activates both your brush and your spawn in sound.

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on whatever gesture u want to make like the bonk sound on, you enable the bonk sound without enabling the brush

lone venture
#

Wait, what does a compound gesture do?

covert patio
#

it makes it so you have to do two gestures to activate something instead of one!

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so, for example, i could make it so a sound played on peace sign

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or i could make it so i have to do fist and peace sign to play it

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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

lone venture
#

So I can set it to do that when I press the trigger and side buttons of my Vive Controller?

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Or am I reading that wrong

covert patio
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basically it makes it so you have to use two hands to do it

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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

lone venture
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So I can make it use the fist button, but only once the brush is activated?

covert patio
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its more like u can make it do the attack sound, but only when the brush is activated

lone venture
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Yeah that

covert patio
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yep!

lone venture
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So activate brush with one gesture, then play sound with another gesture, but only if the brush is out?

covert patio
#

yep!

clear yew
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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

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any help would be amazing

covert patio
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That looks like your gesture is more than two frames! Gestures can only be 0:00 and 0:01

lone venture
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Adjust the placement of the keyframes

covert patio
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^^