#animation

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clear yew
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lmao thank you, ill have a look now, it's been killing me to see it

lone venture
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I got kinda lost on the tutorial. Is the compound gesture set in the Spawn anim?

covert patio
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So, the way it works, is that you have a parent object and a child object

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both disabled

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for you, your parent object is the brush, so we already have that. so yes the parent is set on the spawn animation

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then, the second animation, will enable the child, which is your audio source

lone venture
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So don't delete the Spawn duplicate yet?

covert patio
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if your spawn already activates the brush on both frames you can

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if it doesnt, do that first

lone venture
covert patio
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it looks like they do and i assume you set the other frame to be the same, so we good

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u can delete that duplicate then, and make the new duplicate for the next animation

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in which u will enable the brush attack sound source

lone venture
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Playing the sound means enabling the game object, right?

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Or the actual audio source?

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Sorry for so many questions, I just wanna get this right

covert patio
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enablin the game object!

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ur good!

lone venture
covert patio
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two frames, but otherwise yes

lone venture
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And it'll only activate once the brush is out?

covert patio
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yep! Basically the child cant activate if the parent isnt active

lone venture
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Neat

covert patio
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so the child ccan try if u do that gesture, but cuz the brush isnt activated, it wont

lone venture
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So just make the despawn animation and I'm done?

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Oh shoot

covert patio
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Yeppers!

lone venture
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If I deactivate the brush, will the sound still play?

covert patio
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the attack one? Nop

lone venture
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No the despawn sound

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Do I need to move the despawn sound to my hand or should it be fine?

covert patio
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thats! a good point ye u might wanna move it to ur hand

lone venture
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Okie dokie

covert patio
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Yeee looks good!

lone venture
covert patio
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Nope, should be able to leave the idle slot alone!

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just make sure u put ur override into ur avatar descriptor then upload and bada bing bada boom

lone venture
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Woo!

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Whoop almost forgot to resize the brush (since I resized the model)

covert patio
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o gotcha! just make sure u disable it when ur done

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also make sure ur brush spawn and brush attack animations are iether both on loop time or neither on loop time

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if one is and the other isn't, it'll play the beginning of the clip repeatedly when activated

lone venture
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Oh shoot how do I check that

covert patio
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you click on the animation clip! then on the right there should be a checkbox

lone venture
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Deactivate all the loops for the brush?

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All 3 anims with no loops?

covert patio
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Yep!

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No loop time

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Or yes loop time

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Is either all or none

lone venture
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Do I need to set the anims again on the override or should it be updated automatically?

covert patio
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Should update automatically!

lone venture
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Okay good
Thank you so so much

ruby thistle
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hey so im having this issue with an animation

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I have it set to a gueture, where an image with qr codes pops up out of my charachters pendant. it works in Unity but for VRChat for some reason this animation will only show my charachter winking instead of the wink and the qr codes.

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the hierarchy is exactly the same for the single and duplicated instantce that has this animation

north pendant
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Hey guys, I have an issue with an edge particle system that I'm using as a weapon streak. The emission starts from the right place in unity, but in vrchat, it clips down to the floor first, so there's this long streak of particles going from the weapon to the ground at all times. Any ideas on how to remedy this?

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Also, how do I set hand positions for gestures per hand? Like overall, HANDOPEN should extend all finger joints, but my HANDOPEN is less open than my IDLE, and I can't figure out how to make a custom animation accomplish this per hand.

opal adder
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Iโ€™m planning on starting to model my first avatar tomorrow and Iโ€™m wanting to know what it will be like getting into some animations

lone venture
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Good on you for thinking ahead. What controls are you using?

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If you're referring to gestures, you have 7 plus the idle/reset

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Emotes are separate animations entirely and are accessed through the menu

opal adder
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I was thinking of putting a sword in and then just some finger stuff

lone venture
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No what controls are you using? Vive? Oculus? Index? Desktop?

opal adder
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Oh vive

lone venture
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Okay so that depends on how quickly you want the animations to occur

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I'm gonna assume you want gestures

opal adder
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Yeah

lone venture
opal adder
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Alright so when I start on the gestures and stuff Iโ€™d remap what I want to the things I want to happen

lone venture
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Basically

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I'd advise you further, but I could only get 1 out of my 7 gestures to work today

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But yes do plan all the things you want your avatar to do

opal adder
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I think I have my basic plan down

lone venture
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For summoning props I believe the recommended method is to have one gesture spawn an object and another to despawn it

opal adder
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Alright and thanks for the advice

clear yew
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does anyone have any good guides to making avatar blinking for a realistic style face/eyelid?

serene panther
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Anyone good at syncing music with animations and have an idea of what kind of animation this should be because of the type of music please dm me

strong laurel
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Hello! quick and easy dumb question lol whats the custome emote for the "sitting" animation, i dont know where to put it in the editor they all have weird names

serene panther
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I believe when you're in the unity editor you click on your avatar and it brings up your custom animation override controller where it says custom sitting animation put it there

cold pulsar
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Yeah theres no SITTING_IDLE spot or whatever, its just the IDLE of the animator you put in that avatar descriptor slot

north pendant
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If you mean "crouching", there's CROUCHIDLE, CROUCHWALKFWD, and CROUCHWALKRT. If you mean "laying down", there's PRONEIDLE and PRONEFWD

clear yew
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Models that have "sitting" or "laying" animations (the one that happens when you press Z) are overriding the proneidle
If you mean the sitting animation when you enter a chair, iirc it should be the standing idle you want

north pendant
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Also worth noting that you can override Custom Sitting Anims in the avatar descriptor, although I don't know to what extent those are used

serene panther
north pendant
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I have a question about attaching particle systems to armature, would that fit here?

strong laurel
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Yeah it was PRONEIDLE the one that i was looking for thank you!

serene panther
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What do mean @north pendant what kind of particles

north pendant
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I'm basically using an edge particle system as a weapon streak, but for some reason the particles clip to the floor. I talked to someone else about this who's also having issues, she talked about zeroing out the particle system transform and positioning a parent under the object instead

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Is there an agreed upon standard of how to create particle systems that work the same in vrchat as they do in unity?

north pendant
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Oh I guess the issue resolved itself, that's cool ๐Ÿ˜‚ would still be good to have a reference standard but my issue is fixed for the most part

arctic moat
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anybody know any good tutorials on how to make a shooting animation

arctic moat
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?

north pendant
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You could easily google this and find several tutorials. Are you looking for something more specific?

half marlin
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Hey guys
how do I reset something after I've initiated its animator
Like I do the animation to spawn something in, but when I do something else, the thing stays spawned
I tried turning the game object in question on and off
but that just makes it play the animation again for no reason
and I tried putting it on the idle animation, but when I play a different gesture, the thing spawns and does the animator again

clear yew
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Are you on a generic rig perhaps?

clear yew
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Generic rig animations only work locally for you

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You can't, we don't have enough control over the animation override controllers at the moment. The most we can do iirc is make a walking animation. Avatars 3.0 should fix this issue though

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Probably because they're still on a humanoid rig with overrides

opaque mica
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A particle system that I have connected to a rigidbody and fixed joint is supposed to unhide via an animation / gesture. For some reason whenever these particles unhide, the game object shows up in a completely random area, different each time. I have no idea what I did or how to fix.

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There's also objects within the empty the particle system is parented to that unhide in random areas too. so it's maybe not a particle thing but the object itself which is still really weird and frustrating.

opaque mica
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I have done some troubleshooting and have boiled it down to that my problem has to do with the rigidbodies. I still have no idea how to fix it. It's still spawning the object in completely random locations.

ashen gulch
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im pretty sure sdk 3 is already out

clear yew
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I think they mean avatars 3.0

lone venture
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I'm trying to fix my animation for spawning my prop. First option is the prop itself and the second is the sound (set to not loop). If the animation is set to not loop, the sound should only play once, right?

north pendant
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As far as I know, the animation plays on an indefinite loop for gestures. Setting it to not loop is probably just limited to the unity animation player

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Also, this is probably a simple question with a simple answer, but how do you trigger a longer animation at the start of a gesture?

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I think both our questions have the same answer

amber sparrow
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@north pendant Just an idea. Have you tried creating an animator that activates when a gesture is used?

north pendant
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I may or may not be testing that right now ๐Ÿ™‚

amber sparrow
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@north pendant Could you please let me know if it works?๐Ÿ˜

north pendant
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If you put the animation on a prop that you set active on gesture, that should play the animation once if you don't loop it

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And by "the animation" I mean a separate animation, not the one you put on the animation override controller

amber sparrow
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Cool. I understand. Should be able to apply it to an armature bone as well then.

north pendant
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I wouldn't do that unless you plan on deactivating your bones

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but you got the idea, so you can play around with it and see what works best for you

amber sparrow
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Thanks for tip. I sure will!

north pendant
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How do blendshapes even work? I'm trying to set up custom gestures on the face, but either I use legacy blend shape normals (which do nothing) or calculate the blend shape normals (which just changes the lighting on random polygons). It seems like I have a lot of good options that I just can't use

north pendant
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I figured it out from a seriously obscure and hard to find forum post; long story short, don't decimate face polygons

amber sparrow
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@north pendant One trick you can do if you're using blender is to select the edge loops in the edge selection tab and hit 'X' on your keyboard. It will remove the polys and keep the shape keys intact.

near brook
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Anyway to rename the name of bones on an animation

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i have ripped the animation from another game

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and im trying to put it on another model but "no bone was match"

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i can put it on the model from the game, but if i fix model in cats it messes up

north pendant
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Part of fixing a model is renaming bones and objects. If it's mapping by name, there's your issue

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Also, it removes extra bones

near brook
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ok

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to rephrase the question

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i have an animation ripped from another game

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the animation will only play on the og rig that is from the game

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anyway to make it play on another rig

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that has diffrent bone names

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or to mess with the og animation and be able to play it on the default unity rig

proper hedge
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@opaque mica joints break when disabled and re-enabled. Use a parent constraint component instead

zinc gate
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hey how do you add sound to animations? i donwloaded an animation with sound and have the animation fine and a .mp3 file

proper hedge
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use the audio source component

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it works just like every other component

zinc gate
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did it

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thx man

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works like a charm

visual wagon
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So yall seem pretty responsive... I'm trying to replicate the 3D Garchomp effects from Pokemon X and Y. I have a bunch of animations already set up. The issue is, I have no idea how to switch from say, the default idle animation to another animation via gestures. I have this basic state machine set up, any pointers on how to do this?

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As of now it just loops the idle animation.

proper hedge
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you use behavior.enabled property, which is not exposed to the editor by default

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and then, rather than switching states internally, you enable a different animator

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why yes, that's clunky and horrible

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which is why they're going to let us animate from the base animator in 3.0

visual wagon
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Hmm...

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Alright then.

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Thanks.

proper hedge
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it's not all bad, it's just kinda stupid. you can ultimately probably still do what you need to do

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with many extra steps on top of what you expected

peak plinth
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Does anyone know how to fix this error i get when trying to create an inventory system with Xiexes VRCInventory"?

proper hedge
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what settings are you using to generate?

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seems like something is being provided with a negative value

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or a number otherwise outside of a range

opaque mica
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is there a way to animate something in a different place on the hierarchy than the controller?

proper hedge
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via particle death

opaque mica
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Particle death? Enlighten me :o

proper hedge
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you can use the stop action option to cause an object to disable, when the particles in the system die. this disable can be used as a mechanism to start an animator

opaque mica
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i'll experiment with it. thanks for the tip :)

proper hedge
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you're gonna need like, forever

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i have some example packages and kits for this type of animation, and there are scripts as well

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to do it from scratch would be unreasonable amount of work

opaque mica
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Yikes..

proper hedge
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this is an example so you can understand it in principle

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this is not really a kit for anything

opaque mica
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i'll take a look at it

proper hedge
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Place the System.prefab in "Assets/Stop Action Example" within your scene. Enter play mode. Move "Trigger" via the position transforms into the Collider Cube mesh object bounds. 

As a result, the Trigger object should get disabled via Stop Action, on particle death, and a Container object, a child of the "Logic" hierarchy, should be animated on. The Container has a Sphere mesh as a child, which is visible.
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here is an outdated guide. it's outdated as it was made for 2017. it's also a shit guide

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what you're trying to do by wanting to animate something that's not a child of your animator is probably really specific

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you will need to figure out how to adapt the basic parts of the kit to your case

opaque mica
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more or less. I've got a toggle animation that I want to also have change the material of a few objects that isnt a child of the trigger.

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I'll figure something out.

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You'd expect there to be an easier way to do this, an animator cotroller option or something

proper hedge
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yeah you can do that, but material changes don't persist, you need to do some things to make it work

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it might be less complex to do a mesh swap with different material

opaque mica
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I'm able to make it persist if i can make the animator activate an object that plays a looping animation that changes the materials

proper hedge
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otherwise you need to animate on an animator, which will stay on and persist your material change

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yes

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the only other side effects you might experience are a visual interruption from a disable-- the animation mechanism relies on a disable for a frame

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and if it's your Body mesh that you are trying to animate, there are work arounds required there because of the extra parent hierarchy

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it'll break eyetracking and visemes, which you need to fix, not that hard

opaque mica
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Maaybe.. I should give up.

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lol seems like a lot of work and way too scuffed to get this to work

proper hedge
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it's a lot of work yes, avatars 3.0 is supposed to address these complications

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you can get it quite unscuffed but it's a struggle

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depends on how much you want to do the effect if it's worth it to do this stuff

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sometimes it is, sometimes it isn't

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i recommend finding a way to not have to separate your hierarchy

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you can't find a common parent to animate from?

opaque mica
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the objects that I want to change the material on are within their own toggle system and have weight data so they're kind of stuck as they are.

proper hedge
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okay, is your interface for your toggle system an emote?

opaque mica
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yeah

proper hedge
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you can persist an animator on via emote, that is a parent of your other hierarchy

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within the same emote that you toggle with

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you just need it to happen at the same time, with the same emote

opaque mica
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I did give that a shot, and it worked for a moment but the material change unfortunately didn't persist.

proper hedge
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yes you will need to use the emote to turn on an animator... which turns on another animator, which is animating your material change

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basically a proxy

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it's dumb but yeah

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it's because when the emote ends, it writes defaults back

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so if you use the emote to start an animator, that animator will stop when the emote ends

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but if you use the emote to start an animator which has the sole job of turning on another animator without writing defaults

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then it will persist

opaque mica
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I kinda follow. so if I caused the emote to toggle an object which turned on an animator that does not loop, It will persist?

proper hedge
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refer to this video for some orientation

opaque mica
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Gocha.. I'll do some experimenting.

proper hedge
peak plinth
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@proper hedge Im just using whatever default settings vrcinventory comes with

proper hedge
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you can use the emote switch package to study an emote mechanism and maybe build off of that

peak plinth
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not sure what its referring to when it says something is negative

proper hedge
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idk either. have you tried the booth package instead?

peak plinth
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booth package ?

proper hedge
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โ€ปVRChatใงใฎไฝฟ็”จใ‚’ๆƒณๅฎšใ—ใŸใ‚ขใƒใ‚ฟใƒผๅฐ‚็”จใฎใ‚ฎใƒŸใƒƒใ‚ฏใซใชใ‚Šใพใ™ใ€‚ EmoteSwitch V3 Animator๏ผ‘ใคใงobjectใฎON/OFFใ‚’็ฎก็†ใ™ใ‚‹EmoteSwichใงใ™ใ€‚ ๆ—ขๅญ˜ใฎEmoteSwichV2ใ‚„VRCInventorySystemใจ้•ใ„ใ€ๆ™‚้–“็ตŒ้Žใซใ‚ˆใ‚‹่ฒ ่ทไธŠๆ˜‡ใ‚„ๅคง้‡ใฎobject็ญ‰ใ‚’ไป•่พผใ‚“ใ ้š›ใฎ่ถ…่ฒ ่ทใŒ็™บ็”Ÿใ™ใ‚‹ๅ•้กŒใ‚’่งฃๆฑบใ—ใฆใ„ใพใ™ใ€‚ Editorๆ‹กๅผตใŒ่ฟฝๅŠ ใ•ใ‚Œใ€ๅˆๅฟƒ่€…ใงใ‚‚ๆฏ”่ผƒ็š„็ฐกๅ˜ใซๅฐŽๅ…ฅใงใใ‚‹ใ‚ˆใ†ใซใชใ‚Šใพใ—ใŸใ€‚ ็Ž„ไบบๅ‘ใ‘ใซไปŠใพใงใฎPrefab็ญ‰ใฏใใฎใพใพใงใ€ALLOFFๆ™‚ใซใ‚ชใƒ–ใ‚ธใ‚งใ‚ฏใƒˆใŒไธ€็žฌ่กจ็คบใ•ใ‚Œใ‚‹ๅ•้กŒใ‚’ๅฏพ็ญ–ใ—ใŸPrefab...

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this is another generator for emote toggles

peak plinth
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oh, it does the same thing?

proper hedge
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yes

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i also linked an emote switch prefab above for another person

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you can study that prefab and learn how to make emotes that toggle

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it's not really something that needs to be scripted tbh

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interacting with the scripts is just about as complex as using a prefab

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or doing it from scratch

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and doing it from scratch means you can change what you want

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additionally that video i linked above from retrogeo would be helpful in understanding these things

peak plinth
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ive done it before, for some reason it just decided to stop working this time ?

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you seem pretty knowledgeable tho, do you happen to know how people emote toggle between two conpletely different models?

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while keeping the armatures working, so each model moves as an avatar normally would

proper hedge
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they're likely using similar avatar armatures constrained to eachother. im not sure how far you can take that with different armatures

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if the armature isn't different they can simply toggle on a different mesh

peak plinth
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its the same armature at its core though, theyre both humanoid

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but the two models are completely different size-wise

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i dont think i could use one armature for the other

proper hedge
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that wouldn't work very well ultimately, if the viewpoints should be different

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thats fixed by the descriptor

peak plinth
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ohh, you cant change the descriptor for certain models?

proper hedge
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yeah that's fixed and you cannot animate the descriptor

peak plinth
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daamn

proper hedge
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best you can do is enable a camera to transfer your view

peak plinth
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hmm

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damn that really does make or break it tho

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bc the second model id like to use is over double the size of the original one, so having my pov at the hips of the second model would be hella awkward

proper hedge
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yeah just swap avatars lol

peak plinth
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man that sucks

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vrchat team get on this deadass ๐Ÿ˜ญ

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love u guys please make the descriptors animation-compatible โค๏ธ

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i mean swapping avatars is fine but the main issue i got w that is it takes so damn long with beefy avatars

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and then youre stuck with the blue diamond loading avatar for like a minute in between

edgy eagle
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What is the recommended settings for emote animation music ?

peak plinth
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and since im tryna pull off a sort of transformation animation the wait between switching avatars kind of ruins it...

proper hedge
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cameras may be good enough for you to transfer viewpoint

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im not sure how satisfactory people have made that for themselves

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i dont typically do things with cameras

peak plinth
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hmm, me neither

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i suppose ill just have to put this part of the avatar-making on the backburner for now

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i got other things i can work on tho so this aint too tragic

north pendant
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I'm finally able to refine this question better after a few days of dealing with this: why would particle effects clip to the location they would be if you were on desktop?

proper hedge
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they're probably in your armature, which has execution order side effects in it's hierarchy

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you likely need to do something like this:

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fixed joints are how you used to work around execution order problems

north pendant
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Ok so essentially my particles are emitting before the game decides where my hands actually are

proper hedge
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yes, this particularly is a problem with world particles

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constraints will allow you to follow the transforms of a bone without needing to nest an object inside your armature

north pendant
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it's weird, i have 3 particle systems, one of them is world, but only one of the locals works ๐Ÿ˜‚

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I'll dive into that, thanks

north pendant
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Wow that works so much better. Surprising how few tutorials out there use this

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How do you stack two gestures that affect eye blendshapes? I have a wink and a blink, and stacking both makes one eye drop double

north pendant
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Figured it out, sort of. Set the other blendshapes to 0 that you don't want to overlap in each animation. It looks like the right hand takes precedence over the left when it comes to conflicting animations

edgy eagle
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I have made an animation on my avatar on a duplicated model (it works fine). But for some reason when i press play and show my main model it somehow is posing The first movement of the dance animation.

north pendant
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You don't want to play animations on your original model, that can sometimes break it. If your model leaves t pose you might have to create another prefab instance

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Also, you should open the animation controller you're using. It'll show you which animations are played, how they interact with each other, etc.

edgy eagle
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it shows there is an animation there but i cant interract or change anything in there. also it happens when i put on the overrider and in play mode.

north pendant
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Ok I did just say "you don't want to play animations on your original model". Unless you have provided override animation clips, all the animations in there are read only. And in there, you are opening the animation clips. Opening the animation controller will show you what animation plays when you play the scene. Most people recommend duplicating your model and disabling the original before doing that

ember mica
edgy eagle
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@north pendant Well you see i have a duplicate that is renamed (Whistle dance) which is the dance emote animation i have and i did the animation and everything and put it in the overrider and put the overrider on my original model like its sepose to right ?

north pendant
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Ultimately, yes. But again, you want to test animations on a duplicate

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Anyone know a trick to set an object in world space via custom animations that persists after the gesture?

edgy eagle
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But its working everything @north pendant I check it and all

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but its just that my original avatar is now posing with the first frame of the dance everytime i press play. Its t-posing normally out of play but when i go play its posing like that and it says it has the pose in animation which i cant edit out

north pendant
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I already told you, open the animator controller and you'll see the order of animations that your controller controls. Also I hope you mean you're pressing play in the animation view, rather than playing the scene

edgy eagle
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Play in the scene as in the play button ontop

cobalt onyx
north pendant
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Yeah don't do that @edgy eagle

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Unless you're animating a duplicate

edgy eagle
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it was a duplicate i was animating tho

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But just randomlly when i go back to my original avatar it started doing that when i pressed play

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all i did was putt the override on it thats about it

normal sky
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E

north pendant
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  1. Again, don't do that on your original avatar.
  2. Open the override controller from your project view and you'll see what animations play in the scene. That's not useful in terms of making custom animations, but it at least gives you an idea of why
normal sky
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this is some big brain things

north pendant
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Anyways, I have an audio clip play upon activating a game object as part of an animation, but it plays about a second after activating in vrchat for some reason. Anyone know how to fix that?

Edit: it was either Preload Audio Data or Load In Background (or both) but there's much less delay now

ember mica
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how can i loop emotes for how long the song goes?

edgy eagle
north pendant
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Click Open

edgy eagle
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i spam click open

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nothin happens

edgy eagle
#

@north pendant

serene panther
#

Anyone know if it possible to get a music video and make it an animation for people to see

north pendant
#

Anyone have an idea of how to avoid a single frame "preview" when looking to activate a dual gesture animation?

Example: ROCK N ROLL activates a wrapper object, POINT activates the object itself. Switching from POINT to ROCK N ROLL on one hand shows the animation for a frame

clear yew
#

Can someone help me out. I'm following this tutorial but it doesn't seem to be working

#

when ever I re upload my avatar I can't get the expression to actually trigger

analog pivot
#

@cobalt onyx /cut out / copy mesh data / uvmap the tex to each cut out / make shapekeys for swap cut outs

clear yew
#

After a lot of trail and error I figured it out

clear yew
#

Did something wrong but i don't know what i did wrong

north pendant
#

cool

north pendant
#

Hey guys, how can I change the tiling of a snail marker to start from the drawing origin? This is definitely more of a unity-geared question since it's entirely done through a trail renderer, but I can't seem to find any good answers with a thorough google search

odd latch
#

are we allowed to talk about avatar flying by plane colliders in this discord?

clear yew
#

has anyone seen somethin like where you use a particle to trigger an animation when you interact with something on your avatar?

north pendant
#

Is there a way to override the IDLE hand animation without affecting the rest of the body?

cobalt onyx
#

@analog pivot how do i prevent sharp cuts at the cutouts then?

analog pivot
#

@cobalt onyx you dont - if you render back faces it doesn't look so bad - it's been done that way for many years - alternatively create mouth geometry

cobalt onyx
#

tnx. i did it simular but with transperant textures on top. but the idea is the same.
except i still can't quite figure out the shape keys

#

it looks like trash in blender but in unity it looks good. and that was wat coutns

burnt vector
#

is there any solution to bypass emote lenght?

cobalt onyx
#

i havent tried. but there is a way i woudl aproach it
maybe only allow one emote to transition into another animation that finishes teh animation?

burnt vector
#

emmm xd

#

black magic XD

north pendant
#

Anyone have experience using an inventory system like Xiexe's inventory system package? I'm trying to combine them so that only one of the items is enabled at a time, and I saw somewhere that copy paste is doable, but I'm having no luck. Anyone have any suggestions?

Edit: Figured it out. You can duplicate and copy/paste animation values between the global disable/enable all animation clips. But since none of the fields are named, you have to run each of them to figure out which one is which.

violet moss
#

You want to make a unique material for each eye or mouth and then in the unity animation you can animate which material is on the mesh

Unity animations canโ€™t change textures, but they can change materials.

teal idol
#

Does anyone know how to get seats to work on avatars? I have added a station to an empty game object and given it a collider then set it to activate with an animation but it doesnt show? Thanks!

clear yew
#

took me 3 hours to keyframe by hand

north pendant
#

How can I freeze my avatar and still be able to move myself around? Similar to the vice city avatar that's been going around

clear yew
#

Got an example of the effect?

north pendant
#

Yeah give me a sec

#

Should I upload it somewhere else then link it or is this fine? Just recorded it off OBS

clear yew
#

Hmm, does the model have any rigid bodies (physics rigid bodies in avatar performance settings)

north pendant
#

None

#

2 skinned meshes though, I imagine the trick is to have a duplicate model running around and hide the original but I can't figure out how to accomplish that

clear yew
#

None? That's... Interesting. Maybe it's done with constraints.
One way to create this illusion is to spawn a world fixed object that is just a copy of the character/model and disable the body mesh of your avatar in animation. Which creates the illusion of "freezing in place and being able to walk outside of your body."
The only gotcha in this method is that the spawned object will only have one pose normally, so we can deal with this with rigid bodies to make them mimic the pose that are in. So I imagine they used constraints to come to the same effect, unless the idle pose is the only pose the freezing can happen in.

I suppose some weird shader stuff can make the same effect happen but it might be a bit weird.

north pendant
#

The pose is always in the same position as the avatar was in. Would I need to put a constraint on literally every bone?

clear yew
#

No, you just get enough to get a close enough pose, not all of them.
I wonder exactly how they did it, maybe disabling the armature? I haven't tried that before

north pendant
#

This question is kinda relevant too, how can I set an object in world space? I get the idea that you kinda lock it to yourself until you want to set it, then unlock it somehow (constraints, fixed joints, etc), but doesn't everything move with the model under the base object?

clear yew
#

Basically it's just an object with a rigid body with no fixed joint assigned and frozen axis iirc

north pendant
#

Ok so rigidbodies are necessary for that then

clear yew
#

I hear constraints can do it too but I don't yet know how to use them

north pendant
#

It looks like an illusion of it can be accomplished by activating the object really far away and setting the scale of the source to a proportionally small number

#

That is, if you're setting it a fixed distance away or something

proud monolith
#

So i have a question about preventing a table from rotating when I do. I have the custom animation setup to spawn a table but when i try to use rigid bodies and fixed joint nothing works. I am using the recommended 2018 unity have seen lots of post that at some point rigid bodies and fixed joints were broken. So after my 7 or so hours of trying to get this to work today does any one have any advice for me.

#

even an article would be helpful

north pendant
#

You might want to transition to parent constraints. They don't require parentage under the armature, and it's very easy to configure them to not be affected by rotation

proud monolith
#

ok i will try that thank you

north pendant
#

2 hours of intense concentration have not yielded a way to force a child object not to move with its parent. I'm stumped

proud monolith
#

is there a way to have the object outside of the entire model or is it required to be inside the model to even use it in an animation

north pendant
#

It has to be under the base object of your model, that's what gets uploaded into vrchat ultimately

proud monolith
#

thats what i thought so now the question is can i set the parent constraint to be the world somehow

#

leaving it as none doesnt work

north pendant
#

I think I got it. Oh my god

#

You set an empty game object under the parent. Constraint it to the base object with a source weight of something ridiculous, like 100000

#

Constrain your static object to that empty game object with exactly 1/(that ridiculous weight)

#

"Freeze" your static object by unlocking the empty game object

#

To reset the location, zero out the position offset of the empty game object and lock it again

#

Or, set it to whatever position offset matches where your object should be with respect to your character

proud monolith
#

according to the publisher the parent constraint will be removed upon upload

north pendant
#

Parent constraint is whitelisted, maybe your sdk is out of date?

proud monolith
#

ah i was

north pendant
#

Also, just feeding info in here as I find it out, you can't lock via animation (at least, not easily), but a much better and easier way is the Affect X/Y/Z fields, toggle them off and the object stays in place, toggle them back on and it snaps the object back into its original offset

proud monolith
#

is there anyway you could post a screen shot of that?

#

i can learn quick but im a very visual learner

north pendant
#

In this case I'm freezing the armature. This doesn't seem to require a copy of the avatar so far

proud monolith
#

and you select all the x/y/z for translation and rotation?

north pendant
#

If you want to freeze it in place, yes

#

Bear in mind it's still an illusion of being frozen. It depends on the point of reference for the scale being so far out that your movements offsetting the far object really don't matter

proud monolith
#

ok im trying to test it now

proud monolith
#

so setting the weight to 1 and the other weight to 100000 and testing it with other people looking at it in game it still moves but with resistance now

#

i then put 32 zeros on the constraint weight and the table no longer appears

#

so ill try 10 now and see what happend

#

alright im over it for the night thank you for your help

proper hedge
#

@proud monolith @north pendant @clear yew

north pendant
#

Holy shit that's it

#

In terms of freezing an entire avatar at my exact location then would I put a copy under that hierarchy and rotation constrain all parts of its armature to the model's equivalents?

proper hedge
#

yes, and then fix things like eye tracking(more rotation constraints) and visemes(target the duplicate body mesh)

#

disable your original body mesh

#

don't delete it, you need it for eye tracking component to start up

#

then you will be able to do things like this

#

there is also a script which does this for you

north pendant
#

Yeah that's exactly what I'm trying to do. Where can I find a script for that?

proper hedge
#

the Freeze Frame post

proud monolith
#

omg yes thank you so much

north pendant
#

Yeah this is way better than my approach ๐Ÿ˜‚ massive thanks my dude

teal idol
#

Has anyone made an avatar with a seat working? Thx

fossil aurora
#

Hi there, i have ran into a hick-up of sorts, so i've made a custom sitting/kneeling animation for the idle prone keybind, it works just fine, but the problem is, the viewpoint location is at the same height as it would of been with the default "sniper" prone animation, how should i go about changing the prone pre-set viewing position?

cold pulsar
#

You cant

#

It's a script we dont have access to besides setting its initial values. I'm pretty sure you can adjust the settings in the animation for the view point but once in game those key frames are ignored

clear yew
#

Yeah, you can't. Just try using an animation that doesn't get in the way or change the animation to move it out of the way

fossil aurora
#

Ah, i see, thanks for the clarification on the subject

clear yew
#

Hey guys ive a question

proud monolith
#

So uh weird question but does anyone have a link to a half decent refrigerator model or know if one is on the asset store

clear yew
#

You could check deviantart, I found a few there

proud monolith
#

Ok thanks

weary jay
#

is it alright if I ask if anyone here has the long headspin animation some people use for gestures?

north pendant
#

I quickly found out that menu toggles don't persist for others when they load your avatar after you toggle something. Is there a way to make it consistent for everyone regardless of when they load my avatar?

noble shell
#

Nope, got to be in the same room to see if you toggle a mesh /off/on, otherwise they see default

north pendant
#

Would enabling a looping animation behavior do the trick?

clear yew
#

how to use a weapon on pc

north pendant
#

You could set idle and strafing animations with a weapon, but you otherwise have 0 control over your arm movement so there's not much of a point

#

Could use emotes too

clear yew
#

and digital artist animator avatar creator ? i want a miracle maker

north pendant
#

Anyone got an idea of how I could enable/disable an animation that disables the mesh? I'm trying to tie the enabling of gesture animations to an inventory system by compartmentalizing all the related components into gameobjects, but I can't move the main mesh without breaking the prefab. Thoughts?

hollow salmon
#

@north pendant Go to record mode in the Animation Tab, and then look for the mesh you want to disable, and click the checkbox that turns off the mesh.

north pendant
#

@hollow salmon animating the disabling of the mesh is not the issue. The issue is toggling the ability for that animation to do so.

#

Like say for example I have an inventory system among 4 emotes, and I want only the second emote option to enable the animation that disables the mesh

hollow salmon
#

So turn it off for that emote, and then the other emotes could toggle it on?

north pendant
#

Let's say I turn off the mesh with FINGERPOINT. I want to only be able to do that when I toggle emote 2 with the inventory system

hollow salmon
#

Well...uhm...I haven't really used the inventory system before, but I've used toggle emotes before.

#

Which mesh are you turning off?

clear yew
#

I'd assume the Body mesh

hollow salmon
#

I've actually unpacked the avatar prefab, and moved the body mesh into the toggle emotes prefab, so that I could toggle my body mesh for my avatar. (It was just for testing mesh toggles though.)

clear yew
#

Yeah, breaking your prefab works. I prefer to try to avoid doing that if at all possible honestly.

hollow salmon
#

Mhm.

north pendant
#

That's the thing, I want to keep my prefab intact

north pendant
#

Is there any way to transfer the body mesh to a different armature? I get the feeling there isn't, but I'm hoping someone has found a way

ashen gulch
#

im a bit of a noob when it comes to animations but does anyone know if its at all possible to toggle a shapekey on with an emote? im aware theres ways to do it with objects but that isnt really gonna be possible with this model. i dont really want to use gestures for it because touch controllers are a pain.

jade sparrow
#

@teal idol In order to have a chair on an avatar currently, they must be activated by an animation of any sorts. If you would like the chair to always be on this is the method you must do it.

Step 1. Add a cube to your scene, reset its transform, and add the "VRC_Station (Script)" Component to that cube.

Step 2. Add an empty gameobject to your scene, reset its transform, then place the cube inside it.

Step 3. Inside your asset folder (or any folder in your assets) create an Animator Controller, name it something like "Chair Trigger". Once that is done place it ontop of the gameobject you created.

Step 4. Once thats all set, all you need to do is click on the gameobject you created, go into the "Animation" tab in unity. Then press the red record button and turn the cube on and off.

Step 5. Find the animation file you created, should be wherever you saved it. Then click on it and set "loop time" to off (untick it).

Step 6. Now all you need to do is place the gameobject on the root of your model, and move it to the location you would like the chair to be. Make sure the cube is turned off on upload, not the gameobject. Once that's done, you're all set.

P.S. Make sure to turn the Mesh Renderer of the cube off so it doesn't display ingame.

#

@north pendant You would probably be better off asking in #avatar-rigging, but generally you could, but would have to fix the weights after adding it to the new rig.

proper hedge
#

i made a prafab for animating a chair on for someone else, i never tested it, mite b cool

#

@teal idol @jade sparrow

north pendant
#

@jade sparrow my question was more geared toward Unity, 2 copies of the same armature and essentially moving the mesh between them

proper hedge
#

you should just constrain the armature of the visible mesh to duplicate armatures without visible meshes

hollow sail
#

Anyone have a tutorial on how to make it so that you have separate gestures when you do an emote to activate them

north pendant
#

I'm just trying to find a way that doesn't effectively double my poly count, that's all

#

What do you mean Moe? Two gestures do the same animation? Or you need two separate gestures together to do the animation?

#

The former is a given, the latter you just nest your animation in 2 parent objects, the first activated by one gesture, the second activated by the other, both inactive by default

hollow sail
#

No I mean you load up ur character and point, it does nothing then you choose an emote and you point but a gun prop shows for example

teal idol
#

@proper hedge Thank you so much! The prefab worked after trying so many hours to get sests to work! ๐Ÿ˜

north pendant
#

Oh that's a funky one. Search up Xiexe's inventory system. Essentially it comes down to having special keyframes that can only be created by script that maintain the state of an object at the end of an animation.

#

You'll get frustrated quick though when you realize what people see is entirely dependent on when they load your avatar

hollow sail
#

What about this

north pendant
#

Hmmmm I haven't taken a look at that yet. See if that works

unique slate
#

there is no way to have the same gesture on each hand do different things, or is there?

north pendant
#

I've seen some hand specific gestures before, not sure how they do it. Otherwise you can use the same approach I described earlier

#

Also wonder if setting the model to render offscreen fixes the issue HeroesNFools mentioned at the end of that video

burnt vector
#

Does anyone know how to get seats to work on avatars? I have added a station to an empty game object and given it a collider then set it to activate with an animation but it doesnt show? Thanks!
@teal idol did you solve it?

teal idol
#

@burnt vector Yes, lin posted a stationfix unitypackage above which worked.

burnt vector
#

Yeah

#

^^

#

I asked because I know how to do seats xd

radiant snow
#

hi everybody, i downloaded some animations from mixamo and got them all to work in unity as well as in-game. except the crawling animation - i've bound it to "PRONEFWD" and when looking at it in unity everything looks fine. doesnt matter if i test it on the base-model or my own, it shows the full animation. but when i prone and walk forward ingame does the animation get stuck on the first frame.
i've used these settings on all of the animations i've downloaded and they worked perfectly, is there something i should change since the model is proned, or is it something entire different?
i've already tried multiple crawling animations

#

or wait a second, do i have to bind it to "sitting anims" and not to "standing anims"?

proper hedge
#

@north pendant use a second set of cloned bones with the same mesh. Do it in blender. Set cloned bones as your human rig in unity

violet moss
#

Anyone know why the same animation might look different depending on if the animator is on the base game object compared to on the bone itโ€™s animating?

#

Rotations are slightly off

#

I rename the parameter names accordingly

serene panther
#

Anyone know how to get a video to play as an animation I've seen avatars do it but I don't know how to?

radiant snow
#

tried quite some things now and still cant make the crawl animation work ingame (walking while proned)... its probably some really simple thing i'm either overlooking or misunderstanding T_T at least feels like it

serene panther
#

Did you put the animation in the override animation controller under prone forward

radiant snow
#

yes, i've changed the "prone idle" animation as well as "crouching" and some other animations, all work perfectly ingame, except the prone forward one

#

using the "preview" in unity as well as dragging ot onto my avatar shows the me the animation normally, but ingame does it get stuck on the first (? - not exactly sure if first) frame

#

animation settings are in the screenshot above, just tell me if you need any other screenshots

serene panther
#

Every time someone has told me to animate they've always told me to make sure preview is not turned on

radiant snow
#

i didnt animate it on my own, i used existing ones from mixamo. talking about the preview on the bottom of the screenshot, thats not even showing my own avatar

#

if that makes any difference

serene panther
#

To be honest I've always had a hard time with the animations on that website

proud monolith
#

so i was having an issue trying to keep an object that i spawn with an animation from rotating when i do and through the use of parent constraints it no longer rotates but now moves around physically when i do and mimics my position opposite in the world

#

i just want to spawn it next to me and have it sit there. does anyone know what i might be doing wrong?

proper hedge
proud monolith
#

thats what i used

#

it didnt work

proper hedge
#

if it's moving at all it's likely because there is an offset on the worldSpace object constraints or it's source

#

ive interacted with around 10 different people with issues and it's always been that in some form

#

open your constraint settings on the worldSpace object. make sure it's locked and that the values have no offsets. should just be 0's

#

make sure the source is the parent object, your avatar object, as well

#

if you want it to show up next to you, set up the container like i do in the video, same avatar object as the source, and then put something inside the container with a position offset

proud monolith
#

like the empty gameobject that just uses it for position right?

proper hedge
#

whatever prop you spawn should go in the container, and you can position it's transforms however you want when it's inside the container

proud monolith
#

ok ill try that

proper hedge
#

basically just do exactly what i do in the video, and replace the Cube object with your prop. also make sure you're using the latest prefab, because a previous one had a constraint that was unlocked by default, which meant people could add offsets if they were moving the worldSpace object around in their hierarchy

proud monolith
#

ok so progress has been made

#

it no longer moves but spawns at the 0,0,0 cords of the world

#

is that because the empty object for position is outside of the model?

proper hedge
#

you shouldn't use an empty object for the container parent constraint source in your case, and yes if it's outside of the avatar that won't work, it's not in the game scene

proud monolith
#

OK

proper hedge
#

just use your avatar object as the Container source

proud monolith
#

Ok so im even closer but not quite yet. The object spawns on me but only where the model was originally loaded and not on me everytime i play the emote.

proud monolith
#

nvm after a bit more messing with it i got it thank you so much for all the help @proper hedge

north pendant
#

Thanks to @proper hedge I can now boop a gnome onto people's noses

unique slate
#

is it possible to only have a weapon appear if the gesture is triggered with the hand the weapon is attached to?

clear yew
#

not currently

unique slate
#

can I have the other hand move at least? so i dont have a flat hand holding an item?

cold pulsar
#

Only if you disable your hand and enable a fake. Humanoid animations are per hand, but booleans such as enabling something happens regardless of the hand.

unique slate
#

but for that I would need the hand to be a separate mesh :/ so I just have to live with it

north pendant
#

I've seen avatars with hand specific gestures though, there has to be a way

unique slate
#

Solis, Scionzenos said Humanoid animations are per hand, but booleans such as enabling something happens regardless of the hand. so, animations that change the humanoid rig are per hand, but not when you disable/enable an item

proper hedge
#

How hand specific do you need it? You can do touch based things that only work with an override & when you use a certain hand to touch a collider

north pendant
#

I've seen an avatar that had a gesture only enable an item if the left hand did that gesture. Maybe there's a trigger floating around the left hand that collides with the hand on that gesture or something like that?

unique slate
#

hmm, I completely forgot about colliders, imma try that tomorrow

ashen gulch
#

god i love it when the most random problems occur right before uploading something, because now my custom override empty, is literally empty, not even importing one from another project fixes it

#

i guess reimporting the sdk fixed it, but i have no clue what caused it in the first place

fast dagger
#

does anyone know how would i set a emote to auto toggle when i spawn?

proper hedge
#

you use an animator that is on by default

fast dagger
#

where can i get one?

clear yew
#

in unity

clear yew
#

can someone teach me the basic of animation

#

i need too learn how i can use sound and then having a prop that move too

violet moss
#

How do I correctly position avatar butts in chairs? Do you have to eyeball it or is there a value hat works for every avatar size?

#

I was hoping to position the back of their knees on the crease of the chair so small avatars still have legs draped over the edge

cold pulsar
#

You cant as the avatars position in the chair is based off their feet position, not their hips IIRC

sullen lance
#

^

fast dagger
#

any tutorial or something as i cant seem to figure it out =/

cold pulsar
#

If you drag an animation onto something, it will automatically create an animator that plays the animation instantly on play

fast dagger
#

yea it did make an animation controller when doing that for the emote so now what can be done to add to the existing vrchat animater with gestures

abstract bridge
#

Question
Is it possible to make an animation (sit, walk, idle, lay) that overwrites vr controls?

In essence, is it possible to make a sit animation that overwrite my arms?

noble shell
#

yes, need to disable ik though

abstract bridge
#

How would I do such a thing?

noble shell
#

There is a old prefab out there , still works some of it anyway , you need finalIk , add vrik full body biped Ik , and a vrc_station

#

well your entire avatar

#

now chairs work when you stand up , used to get stuck when using it

abstract bridge
#

Final IK
From final ik vrik full body biped Ik
and a station

VRIK stuff

#

So if I put this onto an animation, lets say a sit animation, it'll disable my entire body or just my arms?

noble shell
#

legs and arms will not do a thing

abstract bridge
#

well my legs already don't, haha

noble shell
#

you become a statue pretty much nothing moves

abstract bridge
#

Am I able to disable parts of it here and there or does it have to be the entire avataR?

noble shell
#

Not that i know, finalIK is set to no avatars to be able to disable you, cant really set it to your if it have no clue who's sitting on it

#

that part

abstract bridge
#

Well I was wanting to disable my own avatar's arms. Basically I have an animation where hes cuffed when he sits, but I don't want to be able to use my arms in that state.

noble shell
#

Can use idleprone for that, sit down and you animate into that

#

maybe sit too, never really tried

unique slate
#

how does one shoot a single particle with an paricle system in an animation?

noble shell
#

One of my avatars animates when i go prone and spawn AFK over head

abstract bridge
#

Hmm ok. Because the animation works no problem with desktop because they have no arm controls. However my current issue is that I have arms. So they keep moving.

noble shell
#

Yeh thats what that prefab shows, you dance/do stuff cant move arms or legs stuck to chair

#

you can also teleport into a chair then animate, but triggers on chairs are broken right now ๐Ÿคทโ€โ™€๏ธ so im waiting for a fix for that

abstract bridge
#

Teleport into a chair?

noble shell
#

trigger onavatar hit, SendRPC (UseStation) , that will force anyone who steps/collide with a object to teleport into a chair, then custom triggers start audio/spawn/despawn stuff (latter dont really work right now, sice its on local player enter/exit)

abstract bridge
#

ah ok

clear yew
#

So currently got this, but the car is an object so it simply glides across the floor (has a skeleton). Though how would I go adding gesture triggers for it? (opening the door etc.)

noble shell
#

It has a humanoid armature in it? , never got a non humanoid to work right with gestures/animations , both my noodle cup and bed need that now to enable chairs back with a gestures/inventory system

clear yew
#

What I did was have an armature by itself, then added the car into it essentially

noble shell
#

is it set humanoid? ,then you can use gestures on it

clear yew
#

The car itself no

#

This is coming out confusing isnt it? xD

#

that I added*

#

I did try beforehand adding an armature to the car, but it would shoot everywhere or for some reason be in the ground or upside down..

noble shell
#

Mine is a invisible 1 poly humanoid

#

then i just add cup / chairs under that,

clear yew
#

Ah right

noble shell
#

then add descriptor on the humanoid, and add custom stand/sit anims

clear yew
#

Thats what I did

#

I did the usual stuff however in-game it didnt want to

noble shell
#

It must be humanoid, otherwise nothing happen

clear yew
#

The car?

noble shell
#

your skeleton

clear yew
#

It is

#

The skeleton is humanoid, bones are in check, it has a custom override in both slots and animations that I did comfirm worked in Unity

noble shell
#

Where is 'Body' ? not sure if that matter or not

clear yew
#

Ah, thats the plane. I didnt name it correctly woops

unique slate
#

how does one shoot a single particle when pressing the gesture button, and when pressing it again it shoots another one? or is that not possible?

violet moss
#

Have the gesture activate a game object that is always playing the particle animation set to play on wake and the animation does not loop. It will instantly play every time the game object becomes enabled and not loop until it disappears first

unique slate
#

thanks

#

is there a way without disabling the particle system, so I can have the bullet lying around when it hit something and can still shoot a 2nd one?

violet moss
#

Thereโ€™s ways of kludging that right now yes but youโ€™ll probably want to wait for state machines to do it in a clean, unity way

#

I would assume you would animate the spawn rate of the particle system

#

So that the spawn rate is set to zero

unique slate
#

@violet moss do you know when they will add this? will they do it in the near future or probably never?

cold pulsar
#

It's never a good idea to wait on the devs to implement something for you to work on it. Their release dates are unknown at best and features can lack support

violet moss
#

I just donโ€™t like kludges :[

cold pulsar
#

Almost everything is built on some sort of workaround. Its the nature of more complicated avatar features

#

Avoiding workarounds and exploits will limit you more than you think. No one "likes" workarounds, as the more official ways are better. However, most official ways are broken or blacklisted

violet moss
#

Iโ€™m hoping sdk 3.0 will let you do more things the proper unity way instead of needing to find someone who will spill the beans on some secret

cold pulsar
#

You mean avatars 3.0?

violet moss
#

Yes

cold pulsar
#

Yeah the concept seems very good, but besides custom animators and the emote wheel I don't think they've explained much more

violet moss
#

Right now so much advanced stuff is just workarounds that are kept secret and itโ€™s dumb

cold pulsar
#

Keeping workarounds secret is kinda sad, I always explain how I'm doing something if someone asks

#

I can understand the appeal of uniqueness though

violet moss
#

I do the same. Anything I learn, I spread. Thatโ€™s why people keep secrets.

#

But lack of interaction is the worst part of VRChat right now

#

The social is amazing but thereโ€™s a lot of missing potential

#

For content

#

When it comes to animation anyway I keep hitting my head on โ€œwe canโ€™t do that yetโ€

north pendant
#

Set the particle system on an object not under your armature, constrain it to a finger or whatever using a parent constraint. Set the particle to world space. Instead of disabling the object, either disable emission or set the emission rate to 0.

#

I haven't found a clean way to make the emission instantly start from the gesture while also keeping it down to a certain rate, but that's a start

proud monolith
#

does any know how to prevent my audio sources from dropping off so heavily?

wide scarab
#

This is my first time ever animating is there anything i could do to make it better or any issues i could fix?

north pendant
#

@proud monolith on the audio source you can go into your 3D audio settings and adjust the curve over distance. You can also adjust the max distance the audio can be heard at, and the falloff pattern (logarithmic, linear, etc.). Play around with those settings and see how they feel

proud monolith
#

what does the listener line represent

#

cause i cant seem to move that line at all

chilly kernel
#

question im trying to make animation with screenspace that makes the scene bit darker but i want sphere with starry sky to overrender that one but i dont want it to overrender everything on its way so how do i make it basically not get affected by the screenspace that darkens but not be ontop of avatars/such

#

would making the shader rendertype "background" work?

north pendant
#

How can I animate cancelling a looping animation (for example, rotating around a point) to smoothly move back to a specific position regardless of where I end the loop?

proper hedge
#

@north pendant try animating constraint weights

#

So, stop the animator with the looping clip, start another animator that animates constraint weight from 0 to 1. Should go from where it stopped to your source in a gradual movement

north pendant
#

Oh yeah that's an idea, set up rotation constraints on the pivot and weigh them down as a transition

#

I'll try that out soon, thanks!

odd latch
#

default audio source settings are so broken
creators have to experiment a lot of settings to make sound effects just how they want them
newbie creators unknowingly make their audio be heard on the whole map
the vrc_spatial audio script destroys the quality of the audio and has its own settings that are just as confusing

#

imo, sound design is so important in world and avatar creation
it's a pity it has to be so difficult with the tools we have

north pendant
#

Wait do you actually think a reasonable amount of creators just slap on the defaults just because it's too hard to understand how the audio source component works?

odd latch
#

can you rephrase the question?
I don't think there's enough tools to properly test audio sources in-game
I mean, I had to put audio sources on a world prop for me to test rolloff
my initial settings were so garbage, I didn't know for so long, logarithmic curve has terrible dropoff despite attempting large values on distance

#

newbie creators will test their audio source, as the source, and think it's good enough
when in reality, it has terrible settings as a listener

odd latch
#

only thing I can suggest is an audio source guide on the SDK manual
"need settings for an explosion sound effect? copy these audio source settings"
and then there's a screenshot of the audio source component with settings for an explosion sound
experienced creators would contribute a variety of settings for specific sound effects
and then new creators would use the guide as a reference for their projects, etc

autumn haven
proper hedge
#

well, presets are in this version of unity, so there is literally nothing stopping a community effort for that @odd latch

#

could maybe do it on the forum or something. or just put it on github

odd latch
#

I would start one if I could, but I'm not even tech savvy enough to navigate discord like a pro
pushing the suggestion is all I can do for now

north pendant
#

@odd latch you'll be hard pressed to make me believe that anyone who develops an avatar with obnoxious entry music didn't know better. Also pretty sure the camera acts as a listener, you could just control the camera in scene

north pendant
#

Anyone know how to balance emission rate of a particle system with responsiveness? I'm basically firing a projectile with a gesture, but if I just enable emission or turn it from 0 to its usual rate of 0.5, it seems like it waits a round before it actually fires off. By contrast, if I bump the emission rate up, it's way more responsive. How can I maintain my lower emission rate while making the gesture more responsive?

raven lake
#

so whatโ€™s been going on with animations? i guess i donโ€™t know where to go on here so im gonna ask this question here, iโ€™ve only been on vr for about 2 months and i donโ€™t understand this animation thing.

clear yew
#

What do you mean by what's been going on? Nothing has changed at all for a long time

ember depot
#

is there a way for me to add face animations into already existing hand geistures?

north pendant
#

Yes, just add keyframes for the blendshapes under the body mesh

#

If by "already existing" you mean "default", overriding a gesture means you override everything about it. So you'd have to set up your hands as well

tribal prairie
#

hi! is anyone familiar with the xiexe inventory system? i'm having so much trouble with it and some help would be appreciated

#

it seems so simple but they won't show up in vrchat no matter what i do... everything under object is unhidden, i've tried putting it directly on the bones and also just attaching all the particle systems under one gameobject with rigidbodies, but it doesn't show up in game ๐Ÿ˜ญ

#

i put the animations on the emote slots of the controller so that's squared away

proper hedge
tribal prairie
#

oh i know how to do it! i did it on a previous model before

#

i have no clue why it's not working now

odd latch
#

hiding and unhiding rigidbodies break them, they have to be always on
fortunately, there's parent constraints now, but you have to learn to set them up
you can hide and unhide them with no problems, and they're somewhat more performance friendly

tribal prairie
#

OHHH maybe that's the problem omg

#

lemme try constraints instead

#

just wanna check -- i can safely delete all rigidbodies and fixed joints right? made a backup in case it breaks

proper hedge
#

yeah you should be using constraints

#

shouldn't break anything to delete the joints

tribal prairie
#

switched it all to constraints instead, it didn't work D:

#

everything's there and unbroken in unity but it just won't activate in vrc

proper hedge
#

how many emotes are you trying to set up?

tribal prairie
#

just one! lemme take a vid for you real quick so you can get a visual of what's not activating

proper hedge
#

if you just need one use the emote switch i linked

#

is it for a prop?

tribal prairie
#

it's for some particle systems

#

they're all in a game object with parent constraints on em

proper hedge
#

yeah should be easy

#

use the prefab i linked, its just a few steps

tribal prairie
#

i'm gonna try that instead, maybe its something in xiexe messing it up

#

one sec!

#

here's what i've been doing where i can't see what's wrong + the new constraints while i switch these things over... my friend just did the exact same process with the exact same model and it worked perfectly. not sure if my unity settings are just screwed up for whatever reason??

#

didn't work :( it just puts my avatar into the floor now without activating the particles

odd latch
#

do you have audio on it? just as an extra thing to test if it activates

tribal prairie
#

whoops

#

HAHA i used the wrong animations LKJDSLK my bad!!! thank you so much guys! the manual method worked!

odd latch
#

you're grabbing the wrong animations because the inventory tool generates new folders every time you run it, right?

tribal prairie
#

oh nono i was replacing the animations every time, i'm not sure why the tool still doesn't work...

#

my mistake for the manual method was grabbing these instead of these

halcyon pagoda
#

Been having an issue in trying to make a character blink. Can someone point me to something to help

#

Had an animation in blender no problem, but no clue on what to do in unity

iron stag
#

it is possible to have a object(another version of me) have a animation that plays on activating right?

undone glade
#

Yes

#

You can treat it like a game object. Everytime you turn it on, it will play through the animation(s)

brazen summit
#

does anyone know how to increase your viewpoint on your avatar using an animation? ive tried and so far failed, but idk why

north pendant
#

How can you adjust the opacity of a shader on your mesh in an animation?

strong hawk
#

@north pendant we actually processing that now

sullen lance
#

@brazen summit It's not possible to animate avatar descriptor.

proud monolith
#

So i made an 11 second animation that has a start point at frame 1 but when i "activate" the animation in game it doesnt start for about a minute does anyone know why this is?

#

i turned off looping cause i dont want it to restart when it finishes

north pendant
#

How do you activate it?

proud monolith
#

fist

north pendant
#

Ok how do you activate it with your fist?

proud monolith
#

i make a fist

#

then its supposed to start

north pendant
#

Magically?

proud monolith
#

no just like every other emote

north pendant
#

What's an alternative to TextMesh that I can use on my avatar?

#

Hang on, I found a page on VRC's website pointing to TextMesh Pro, will update with findings

#

Scratch that, that's specific to worlds

north pendant
#

I managed to work around it by just going into paint and writing white text on a black background, but ultimately it would be nice to have a better alternative

worn cove
#

what all determines if an animation gets culled?

north pendant
#

Ok I've got a weird one here, my particle textures aren't being loaded in VRChat or when playing scene in Unity, but they do load in particle system simulation. Any idea why that would happen?

#

This only happened after auto fixing whatever mip maps issue vrcsdk keeps complaining about

unreal stratus
#

Are there any good cat walking animation

#

Anywhere to get?

fallow shore
#

Ok

wide scarab
#

Anyone know any good vids that teach you how to animate in unity so you can export it to VR?

daring gale
#

can someone pleeeease help me?i made these innertubes with animations on them to float in a lazy river and i put a object sync on it but when theres ppl in my room they see them in all different places... is there anything i can do?

north pendant
#

Depends on how you sync them, but ultimately there's very little you can do since everything renders client-side

daring gale
#

wasnt sure if there was something i didnt do or what

#

how should they be correctly synced?

odd coral
#

I have a animation but when I play it the first time it works fine, but when i press any button on the same controller that I used to do the gesture it activates it again and it does things in the wrong timing.

clear yew
#

Is the animation two frames long? Frame 0 and frame 1 and are they the same frame?
If not, then yeah you're going to get that behaviour. VRChat gestures only work on two frame long animations because of certain limitations.
What most animations do that are longer than that is spawn an object with an Animator on it that has the actual animation on it set as the default animation

odd coral
#

I know how to do normal animations but I tried doing one with longer ones. I'll figure out how to use a animator.

clear yew
#

What you'll notice about doing long animations in gestures is that your gestures tend to "stick" after you do them and slowly revert back to the idle hand gesture after a long time

odd coral
#

My animation is about 8 seconds long.

#

Would I just make a new state from the entry to the animation?

#

I found a video on it but I'm not sure if it's the right way.

odd coral
#

Nvm the video was from 2018 is was showing a different way and they were bad at explaining.

proper hedge
#

@odd coral this is the best explainer vid about animators in vrc that im aware of

#

it's not totally modern but this should get you touching animators with some success

odd coral
#

Around a year old. Should be fine, thanks.

north pendant
#

You try making it work?

clear yew
#

monkey trying to ping 50k+ people to help him

swift yarrow
#

How do i make animation work on a sdk3 world? Would like to do a station what would trigger dance animation. But vrc station does not animate head and hands.

north pendant
#

SDK3 does not yet support avatar creation afaik

swift yarrow
#

World.

odd coral
#

Does anyone know how people like greatmoonaroma and lolathon make their animations. By that I mean longer than 2 frames and arent just appearing and disappearing. I can't make mine longer than 2 frames and if I try it just breaks.

north pendant
#

You either activate a gameobject with an animator that plays on wake or enable the behavior on an object (first component, in this case an animator) via behavior keyframe on a gameobject

odd coral
#

I'm probably just stupid but I don't understand -_-

north pendant
#

What are you trying to accomplish?

odd coral
#

Hard to explain

#

When I do the gesture, there will be a object that appears, then about 4 seconds after another thing appears and then that second object will be animated a bit.

north pendant
odd coral
#

Looks really complicated =_=

north pendant
#

You could also just put your objects under a gameobject, then animate that gameobject on awake, and set the gameobject active with the gesture

#

Should be much easier than a cycler

odd coral
#

What would the gameobject be parented to

#

would it be a empty game object?

north pendant
#

Your avatar base

#

Yes

odd coral
#

but when I tried that before it wouldent let me access the items in my hands because nothing was parented to the game object.

north pendant
#
  1. I said the avatar base
  2. You tried to break your prefab armature by changing the parentage of a bone. Avoid doing that.
odd coral
#

I never changed the parent of bones cause I knew that would break it.

north pendant
#

Well then there's nothing stopping you from placing objects in your armature. But you should avoid that because VRC has a specific order of resolving values for armature position, which messes with things like world particles

#

Which is why I said place the container gameobject under your avatar base, parallel to the armature

odd coral
#

If the objects were to be held in my hands, shouldent I put the game object in the wrist of the character?

north pendant
#

You can set the object apart from your armature and put a parent constraint on it. That's what I do 100% of the time

clear yew
#

I'm planning to rig Chris Walker from Outlast and his animations, is there a way to implement force grabbing user upon playing an animation on command?

alpine summit
#

Hewwo, just wondering if anyone uses a package from the Unity asset store called Umotion to create animations for their VRchat avatars?
I've just installed the free community version and it seems to make a lot more sense to me for posing and animating models than Muscle Animation Editor...

analog pivot
#

i have umotion pro - it's amazing - you should defiantly purchase it.

astral moat
#

Hi all, i have a quick question i am using animations from miximo and they work great but my problem is i want to chain more then one animation together lets say i download 3 animations of a break dance one starts off as the foot work then the second goes into a head spin and the third eases back into the idle state what would be the process for that?

alpine summit
#

Oooh... okay that's a strong endorsement! I've asked the developer a question about Umotion Pro which maybe you could answer? OMG he answered me already! ```When you configure IK for the model (a feature only available in UMotion Professional), is that what allows you to use the "Move" tool to grab the wrist and drag it around to the limits of its extension, with all the bones following it?
I'm confused because in another video you mention that humanoid rigs can only be posed using the "Rotate" tool, but this technique here seems MUCH faster for creating anatomically plausible movements into keys...

Soxware Interactive
24 minutes ago
Yes you describe the purpose of IK correctly. The bones of a humanoid model are still only rotated. The IK algorithm rotates the bones in such a way, that they reach the IK target. You can of course translate/move the IK target on a humanoid character.

astral moat
#

i can easliy make a controller that handles the different states but not sure what to do with that controller to set as an emote

astral moat
astral moat
#

guess i am alone in this endeavour ๐Ÿ˜ฆ

cold pulsar
#

At the moment you can only do a single animation, not a string of them. Something you could try is recording the avatar with a script that writes whats happening to a new animation to condense it all. Otherwise Avatars 3.0 might bring something new but we dont have much information on it

proper hedge
#

@astral moat you would need your emote to animate a duplicate avatar, so you can use the animator controller on that duplicate. Hide self and show duplicate

#

You can do it as a gesture instead. Either way you'll need to use a duplicate avatar until 3.0... in 3.0 you have access to the main animator controller

cold pulsar
#

True, didnt think about just using a duplicate

proper hedge
#

I guess they could also manually combine the clips

#

Only 19 seconds that fits in an emote right?

cold pulsar
#

Should yeah

proper hedge
#

That might be the most straight forward way then. @astral moat copy paste the keyframes into one clip

astral moat
#

@proper hedge that was an idea I thought of having clones of my avatar so there would be a simple emote animation that hides the main one and enables the clone that has a different animation controller once all animations complete it would hide the clone and bring back the main one. I can't see why that would not work I'll give it a go :)

astral moat
#

if that did it that way do i only get 19 seconds to play with? would it just stop after that?

cold pulsar
#

It you are using an emote, then it depends on the length of your emote animation. If doing a duplicate, your emote would be a very simple "turn on object and wait" so you can choose the duration

left mortar
#

hiii!!! im making an animation where i want a table to appear and dont move while i move... i only know how to make objects to appear in hands, head, etc.. someone know how?? ๐Ÿ™‚

clear yew
#

boy im just a visitor dont ask me anythin abt this

#

i donโ€™ even have a computer

#

i need to be 31 to have a computer

north pendant
#

No one asked

#

@left mortar what you're looking for is a world fixed object. @proper hedge made a nice unity prefab not too long ago for this, let me link their video real quick

halcyon pagoda
#

Running into an issue where lighting on the model is changing whenever the blink animation plays

#

no other geo was moved aside from the eye plate

north pendant
#

Go to your model, under the Model tab, either check Legacy Blend Shape Normals or change Blend Shape Normals from Calculate to Import

left mortar
#

@left mortar what you're looking for is a world fixed object. @proper hedge made a nice unity prefab not too long ago for this, let me link their video real quick
@north pendant Thanks so much for the info! vrcLove

young hearth
#

can Blink(for both eyes) work for Left and Right Blink in the create eye tracking in Blender cats plugin?

north pendant
#

You mean set each to blink with both eyes? Probably not a great idea, I think VRC uses both to make your avatar blink, so if both are full blinks it'll push your eyelids down twice as much

#

If you don't want them to be individual winks, set one of them (usually left) to blink and the other to do nothing

clear yew
#

yes you can

#

if you only have one blink and it move both eyes

#

you just need to put the blink for the left eye

#

and an empty shapekey for the right one

#

in the cats tool of course

young hearth
#

gotcha!

latent pulsar
#

is there a way to preserve an animation if you're scaling the model down? this thing is massive (to the point that it gets culled in the animation preview window), but shrinking it in blender and exporting does... this.

#

just goes... poof

dry geyser
#

Hey i wanted to make a animation where my avatar goes invisisble how would i do that?

heavy lily
#

I have an avatar that's basically a jpg of a dog from a series I like, and I decided to give it an animation for walking, like it did in the show. All it does is bob up and down like a cartoon character, and I put that into all the movement slots in the override and connected the override to the avatar. In game, it doesn't move at all, even though it's doing all the animations I told it to replace with mine.

#

I'll get screenshots up in a minute, I'll test it one more time.

clear yew
#

How can u guys understand this i lost so much brain cells

heavy lily
#

I don't know.

dry geyser
#

But yeah i dont know why its not working

heavy lily
#

It might have to do with the fact that I use the tutorial avatar as a base.

#

And I just put the picture as a child of the Armature.

peak plinth
#

does anyone have like a google drive or smth of unity-ready mixamo animations that i could use?

halcyon pagoda
#

Blendshape viseems appear much lighter than surrounding geometry

#

any fix for that

heavy lily
#

or just use a good shader, depending on your model

#

alot of shaders are good at hiding seams

north pendant
#

He's gonna ask the same question a couple hours later I bet

halcyon pagoda
#

So the first issue was solved, so this is a different issue @north pendant I had already done that the first time they recommended it @clear yew, fixing the initial issue.

heavy lily
#

I checked the animation to loop time and pose, it still isn't working.

#

And so far, no forum post has helped at all

north pendant
#

It still sounds like an issue with normals, you sure it looks fine in blender?

halcyon pagoda
#

They look perfectly fine in blender

#

at least, they look better.

warm furnace
#

On my main avatar, I have an "animation" with "Korone_WAG". Which is a tail wag animation looping always on. But, the thing is, it does play when I do "play". But in game it doesn't. Any idea? Should I just edit the idle animation? Or put it in one of my gesture?

clear yew
#

The Animation component is depreciated and no longer used in VRChat.

warm furnace
#

I followed an old video, so it might be that it doesn't work this way ๐Ÿค”

#

Ouf that's why then

#

So what should I use instead?

noble shell
#

Try making an Animator on the base of tail bone, then animate those under it

warm furnace
#

Thanks a lot, I will try that.

clear yew
#

You might have to retarget some of the properties of the animation though.

tawny lichen
#

Im having a problem where every gesture plays a single animation even when is not made that way, any suggestion for what is causing this

noble shell
#

Its a very long animation ? they wont really work as a gesture

tawny lichen
#

its 24 seconds long

noble shell
#

0.0 + 0.1 only after that it does wierd things

#

put it on emote instead

clear yew
#

Your gesture animations should only be two frames long. Frame 0 and frame 1.
Longer animations tend to get "sticky" and stay on the model while it slowly reverts to the base state. When you do other gestures in the sticky state you do the animation that was on it repeatedly.

latent pulsar
#

talking about game ripping is banned here, my dude
just an FYI

young hearth
#

how do i fix the motor cycle pose again? the one on the pinned doesn't permanently fix it, i have to do it everytime when i want to re-upload my avatar

#

and if i don't fix it, it says my avatar is too short

dim vector
half minnow
#

somesone have experience with minecraft snail trail?

latent jackal
#

i have a sitting animation and when i sit my camera goes into my body

#

any fix?

#

this animation ^

digital comet
#

you mean in game?

latent jackal
#

yeah

digital comet
#

I heard you cant do anything, cuz they fixed the viewpoint

latent jackal
#

hmm, alright

#

thanks

digital comet
#

np

noble shell
#

You can move the animation back but that will require either a seat/world then just adjust the xyz on it (could never get this one to work on a gesture/idle anim), or go back to blender(something) and set the animation back abit

#

I have a bed/avatar in vrchat where i move your animation away from you so you dont have it inside your avatar

#

have fun adjusting it tho, since enter/exit doesnt work so had to move it away from where you actually are for now

verbal warren
#

ok im having a weird problem I havent had in ages ( i forgot how i fixed it since last time ) but on hand gestures i trigger 1 of them then after i release the gesture that gesture no longer works and the Rest of them on the model stop working as well ( the hand gesture turns into the motorcycle hand pose [ not the whole body ] the animations worked prior before i added 2 new animations to the overwrite [ and the 2 new ones i added shouldnt have done this since i use it on other models ] )

fast dagger
#

all animations are Read only

verbal warren
#

yeah i have it set up for Read only

fast dagger
#

no am having this issue how can i make editable

verbal warren
#

oh i forget how to turn that off but ( i make mine that way because of people who like to Rip animations )

fast dagger
#

ahhh

#

thats good to know

noble shell
#

If they are inside a object , ctrl+d to get em out of there (avatars/ect) or drag them to an avatar then start animating/record since they dont have any clue what you are doing until they are on something

clear yew
#

Put an animation into the slot of the animation override controller. Then while the animation override controller is in the animator component of the model, you can go to the Animation window and select the animation in a not read only version and edit it.
The default animations will still only be read only though because we're not supposed to touch them

fast dagger
#

already in the controller of the model

clear yew
#

Then select the animation in the Animation window and modify it as said.

#

I'm able to do it on my end, I'm not sure what issue you're running into.

fast dagger
#

ahh got it

noble shell
#

Are you clicking on the animation then trying to edit it?, you need to click the model then go animator tab ,then edit from there, or it will show read only

fast dagger
#

now works

verbal warren
#

also nvm on my problem i figured out a way to fix it for myself

tranquil lily
ashen gulch
tranquil lily
#

Thank you @ashen gulch it resolved it ๐Ÿ™

ashen gulch
#

cool

proud monolith
#

does anyone have a hockey stick mmd that i can use

prime iron
#

I have a curtain that opens in the first step (orange) and then closes (grey), but how do I prevent it from closing automatically again? It should happen by a VRC_trigger component later on

proper hedge
#

the animator's normal behavior is to transition from the orange clip to your next state with that white line drawing between them. i have no idea how the vrc_trigger component works, does it let you change animator parameters? you can stop a transition by going into the transition settings and making it only transition on parameter change

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@prime iron

prime iron
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i really have no idea @proper hedge I am completely new to animations as well as the animation components that vrc sdk has to offer

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I only know how to create animation clips and move objects so they move in the animation itself

proper hedge
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yes

wicked mason
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So I'm not terribly experienced with animations and unity, but I was attempting to make my own gestures in Blender. The only parts of the avatar that I had animated were the parts of the armature that make up the hands, however in Unity instead of putting the model in the default "no frame data" pose it creates key frames for parts of the body I didn't even touch. Not really sure if my approach or method is the issue, haven't been able to figure anything out with my own searching

wicked mason
urban oasis
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i gotta ask how do i combine 2 emotes? i got an animation set but its in 2 pieces and idk how i can combine these two to make a whole emote

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cant find any video on it either

noble shell
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Want it as a emote/gesture ? copy paste one into the other in animation tab right after the other end (this might be really slow depending how long it is) , if is a chair you can use animator and have other play after first is done

urban oasis
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alright then imma try the first thing

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well it seems like it wont let me put it in the animation

noble shell
urban oasis
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yeah but it wont let me copypaste the animation

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i think i gotta enable some sort of recording thing but idk how to do that

noble shell
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nah should just be able to click on it in project,then switch to animation tab

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record is handy when you move things in the scene like arms/bones/fingers ect to record what you are doing to anim

viscid ruin
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Hi

fast dagger
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can a blendshape be set at a certain value permanently via an emote and switched back?

so i can have parts hide and show via a blendshape that makes them smaller but they are toggle via emote

wicked mason
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I just became aware of the fact that when exporting an animation from Blender to Unity (directly uploaded through the .blend being a Unity asset) that the animations don't contain Position or Scale information (tried fixing an issue with the hands for a gesture by shrinking one part of the armature). Which I've been able to confirm by playing around, is there a way to allow this behavior, or should I be taking an entirely different approach towards this?

pure wigeon
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Is there an alternative way to merge animation files together now that Scene Track Exporter is no longer supported, rather than copying all the animations into one file by hand?

opaque mulch
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Anyone know how to remove all these animations? I applied them all to my character becuase I wanted to see if they would play or not.

Now I dont know how to remove them lmao

proper hedge
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@unreal musk you can do it with constraints and colliders for movement

clear yew
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hi, i wanted to override the basic walking animations and noticed there is no normal STRAFELT.. STRAFERT is there so i wonder why left is missing

frigid pine
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as far as i remember its just named confusingly

clear yew
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i just think strafe left is missing lol maybe they forgot to add it in the override controller, idk tho

frigid pine
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no it isnt, i have a list somewhere, looking.

clear yew
frigid pine
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i think that was what the confusion was

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i cant say that was 100% what it is tho, this is just what i remember it being

clear yew
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STRAFERT is strafe right tho

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but there isn't STRAFELT, i tested it ingame lol

frigid pine
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maybe that changed at some point, maybe they just mirror RT, either way, its weird

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you could look thorugh the animator itself and see what it calls when going left

silver sapphire
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Does vrchat support hairworks on furry avatar tails?

craggy dirge
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Like Nvidia hairworks?

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Not that I would know of, no
Usually people just use a fur shader to make the tail fluffy and have dynamic bones for the tail to make it move around, that's it

silver sapphire
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Yea

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That's what I've been doing

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Amd card users would get horrible performance drop too

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With hairworks

frigid pine
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oh basically people use fur shaders such as XSFur @silver sapphire

silver sapphire
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That's what I've been doing I just wanted to see if it's very different

sweet ginkgo
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Hey, does anyone know how to put sound clips to a gesture? ( like on the vive controller?)

frigid pine
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yeah, you make a custom gesture animation and just enable the audio object in that animation

sweet ginkgo
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Oh alrighty thanks

sweet ginkgo
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So where do I make a custom gesture? lol

sweet ginkgo
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like if anyone knows a step by step video or guide that could help

latent pulsar
sweet ginkgo
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alrighty thanks

sweet ginkgo
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im still confused lmao. making animations r difficult lol

woven bobcat
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Anyone know how to get an Avatar Touch-based Inventory System?

north pendant
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I believe retrogeo sells a unity package for that

frigid pine
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Yeah its basically animators and particle triggers, I believe

woven bobcat
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Ohhh

fossil aurora
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Hi idk if i'll get the point across decently but, when working on a standing idle animation i'm always having issues with my legs not matching up with my intended idle animation, does the basic script fuck with it or am i setting some of the settings wrong? are there certain guidelines when making idle standing animations , like which animators not to touch or certain animator settings you need?

frigid pine
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I believe the idle basically only works in desktop

fossil aurora
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it is intended for desktop

frigid pine
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but your screenshots has your arms move as in vr?

fossil aurora
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the arm locations are also apart from the standing animation

frigid pine
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i see, so the animation works in editor, works fine when in play mode?

fossil aurora
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everything in unity is picture perfect, when running the animation and everything no discrepancies, altho when checking if everything works accordingly in VRC, the arms seem in the right-ish position, since the standart vrc script distorts the arch of your character slightly, but that's ignorable for the time being, the real issue is that the legs spread out as shown in the screen

frigid pine
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thats indeed is odd, i never experienced something like it

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i think figuring this out will need some super specific knowledge

fossil aurora
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i think the issue was purely perspective induced, when looking downwards, it made your knees bend, which made the spread legged pose, it think that's only an issue with generally tall avatars, which mine is.

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there's still a slight bend that's a nuisance but that also is related to height, i'm quite sure.

clear yew
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The way the VRC IK works is that it has your feet track where the floor is for the crouch and standing idle, running and walking animations. So we can't override how our legs move directly in animations. There are some interesting workarounds to get them to work but they're a little complex and not really worth the effort.

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At least that's how I understand it

fossil aurora
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^ well said and 100% of the cause, i ran into the same issues years ago i just hoped there's a way to get it working by now.

clear yew
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You can kindof get around it with fake legs and stuff, it'll just be a lot of work

cold pulsar
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If you have fake legs, they will not walk when you do, and you cant enable your real legs and disable the fake ones with the walk animation since that isnt a humanoid property. Would be local only

quick geyser
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Are you able to activate animations via scripts just like in unity?

north pendant
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No, custom scripts cannot be uploaded with your avatar unless they're whitelisted by VRChat. You can, however, use scripts to make behavior keyframes that can accomplish that

frigid pine
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you can use triggers or udon to start animations n other things.

oblique hound
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How do I make facial expressions like this

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(46 seconds in)

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I have done visemes, but this is something different, character doesnt talk and it swaps them faster than by emote system

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Some kind of witchcraft here, vr headsets can track faces or something? How do I tell unity to follow that?

cold pulsar
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That's the gesture system, it's quite simple. Especially what is in the video

oblique hound
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greaat. ...any way to test those by pc user in vrchat?

cold pulsar
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Yeah, hold left or right shift and then F1-F8

versed blaze
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Hey, just wanted to ask if there's anyone who knows about fixing this? I've never even tried animations before but now it seems like I need to learn it anyways.. For me my eyes works fine but for others they move too much up or down making the eyes look completely white

iron stag
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are there any face plant animations that are public?

frigid pine
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could always search through mixamo

iron stag
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gotcha

unborn flower
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Are the default hand gesture files located anywhere?

supple yew
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how hard would it be to make an animation ir emote for an avatar

clear yew
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A what?

patent crane
tawdry drift
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can someone help me out with some unity and blender stuff, im trying to help a friend out with importing .anim files into blender

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is that possible? if so then how can i accomplish it

iron stag
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Would anyone know a bike riding or similar animation?

north pendant
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Why would you need .anim in blender rather than unity?

south eagle
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Can anyone tell me how to have a looping animation, that stops at a certain point once I stop the gesture, and restarts from that point when I use the gesture again? Like having something stretch and shrink on loop, and stop at whatever point I want and stay there.

north pendant
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There's not really a good way to go about it. You'd have to program when to start the loop. The best solution I can think of is to set up a cycler animator with a few non looping animations that combine into a loop, then running that animator with the gesture

azure quartz
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@south eagle gotta use behaviour keyframes, they have the power to freeze an animator

south eagle
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@azure quartz is there any tutorial s for that?

azure quartz
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uhm

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you need a special script to create the keyframes

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or edit the .anim file as a text file

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I dont know where it comes from originally

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prolly on lindesus github

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its a pain and it wont ever sync

south eagle
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Custom scripts aren't allowed in VRC, I've seen this effect on a model though

azure quartz
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eh

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its a script to create the keyframe

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not a script on your avatar

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same with like, muscle animator

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its a script

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to create stuff

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but it never gets uploaded

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look into the stop action kit

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that has a prefab setup

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I believe a video is somewhere on there too

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oh wait those are for stop action particles

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but it sues that concept too

proper hedge
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here is the property you need to animate animators on/off

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here is a video which will probably help you figure out what you are doing

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@south eagle

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cycling animations do have sync problems though, if the cycle is too fast and someone misses the keyframes from looking away or late joining

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you have to intentionally sync people up to you

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and manage their state

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it's best to come up with schemes that have internal resets whenever possible to sync people up

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additionally, this will be useless knowledge after avatar 3.0

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you will do everything in the base animator

south eagle
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๐Ÿ’š

river blaze
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Ok, I'm having this issue in the VRC_Avatar Descriptor. I set the Lip Sync to Viseme Blend Shapes but nothing shows up to input the blendshapes?

clear yew
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What version of unity are you on?

river blaze
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2018.4.20f1