#animation
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I got kinda lost on the tutorial. Is the compound gesture set in the Spawn anim?
So, the way it works, is that you have a parent object and a child object
both disabled
for you, your parent object is the brush, so we already have that. so yes the parent is set on the spawn animation
then, the second animation, will enable the child, which is your audio source
So don't delete the Spawn duplicate yet?
if your spawn already activates the brush on both frames you can
if it doesnt, do that first
As far as I know they do
it looks like they do and i assume you set the other frame to be the same, so we good
u can delete that duplicate then, and make the new duplicate for the next animation
in which u will enable the brush attack sound source
Playing the sound means enabling the game object, right?
Or the actual audio source?
Sorry for so many questions, I just wanna get this right
Is this all I need for the attack sound?
two frames, but otherwise yes
And it'll only activate once the brush is out?
yep! Basically the child cant activate if the parent isnt active
Neat
so the child ccan try if u do that gesture, but cuz the brush isnt activated, it wont
Yeppers!
If I deactivate the brush, will the sound still play?
the attack one? Nop
No the despawn sound
Do I need to move the despawn sound to my hand or should it be fine?
thats! a good point ye u might wanna move it to ur hand
Yeee looks good!
Do I need to put anything in the Idle slot, or will it still reset the gesture?
Nope, should be able to leave the idle slot alone!
just make sure u put ur override into ur avatar descriptor then upload and bada bing bada boom
o gotcha! just make sure u disable it when ur done
also make sure ur brush spawn and brush attack animations are iether both on loop time or neither on loop time
if one is and the other isn't, it'll play the beginning of the clip repeatedly when activated
Oh shoot how do I check that
you click on the animation clip! then on the right there should be a checkbox
Do I need to set the anims again on the override or should it be updated automatically?
Should update automatically!
Okay good
Thank you so so much
hey so im having this issue with an animation
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.
the hierarchy is exactly the same for the single and duplicated instantce that has this animation
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?
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.
Iโm planning on starting to model my first avatar tomorrow and Iโm wanting to know what it will be like getting into some animations
Good on you for thinking ahead. What controls are you using?
If you're referring to gestures, you have 7 plus the idle/reset
Emotes are separate animations entirely and are accessed through the menu
I was thinking of putting a sword in and then just some finger stuff
No what controls are you using? Vive? Oculus? Index? Desktop?
Oh vive
Okay so that depends on how quickly you want the animations to occur
I'm gonna assume you want gestures
Yeah
This is how they're mapped on the Vive. They can be overwritten and the center of the touchpad is the idle gesture
Alright so when I start on the gestures and stuff Iโd remap what I want to the things I want to happen
Basically
I'd advise you further, but I could only get 1 out of my 7 gestures to work today
But yes do plan all the things you want your avatar to do
I think I have my basic plan down
For summoning props I believe the recommended method is to have one gesture spawn an object and another to despawn it
Alright and thanks for the advice
does anyone have any good guides to making avatar blinking for a realistic style face/eyelid?
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
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
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
Yeah theres no SITTING_IDLE spot or whatever, its just the IDLE of the animator you put in that avatar descriptor slot
If you mean "crouching", there's CROUCHIDLE, CROUCHWALKFWD, and CROUCHWALKRT. If you mean "laying down", there's PRONEIDLE and PRONEFWD
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
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
@strong laurel on the avatar go to your hierarchy its says avatar descriptor custom sitting animation
I have a question about attaching particle systems to armature, would that fit here?
Yeah it was PRONEIDLE the one that i was looking for thank you!
What do mean @north pendant what kind of particles
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
Is there an agreed upon standard of how to create particle systems that work the same in vrchat as they do in unity?
Oh I guess the issue resolved itself, that's cool ๐ would still be good to have a reference standard but my issue is fixed for the most part
anybody know any good tutorials on how to make a shooting animation
?
You could easily google this and find several tutorials. Are you looking for something more specific?
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
Are you on a generic rig perhaps?
Generic rig animations only work locally for you
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
Probably because they're still on a humanoid rig with overrides
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.
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.
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.
im pretty sure sdk 3 is already out
I think they mean avatars 3.0
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?
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
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?
I think both our questions have the same answer
@north pendant Just an idea. Have you tried creating an animator that activates when a gesture is used?
I may or may not be testing that right now ๐
@north pendant Could you please let me know if it works?๐
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
And by "the animation" I mean a separate animation, not the one you put on the animation override controller
Cool. I understand. Should be able to apply it to an armature bone as well then.
I wouldn't do that unless you plan on deactivating your bones
but you got the idea, so you can play around with it and see what works best for you
Thanks for tip. I sure will!
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
I figured it out from a seriously obscure and hard to find forum post; long story short, don't decimate face polygons
@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.
Anyway to rename the name of bones on an animation
i have ripped the animation from another game
and im trying to put it on another model but "no bone was match"
i can put it on the model from the game, but if i fix model in cats it messes up
Part of fixing a model is renaming bones and objects. If it's mapping by name, there's your issue
Also, it removes extra bones
ok
to rephrase the question
i have an animation ripped from another game
the animation will only play on the og rig that is from the game
anyway to make it play on another rig
that has diffrent bone names
or to mess with the og animation and be able to play it on the default unity rig
@opaque mica joints break when disabled and re-enabled. Use a parent constraint component instead
0:00 - Why use them:
1:51 - How to set them up
5:34 - Demonstration
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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
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?
As of now it just loops the idle animation.
you use behavior.enabled property, which is not exposed to the editor by default
and then, rather than switching states internally, you enable a different animator
why yes, that's clunky and horrible
which is why they're going to let us animate from the base animator in 3.0
it's not all bad, it's just kinda stupid. you can ultimately probably still do what you need to do
with many extra steps on top of what you expected
Does anyone know how to fix this error i get when trying to create an inventory system with Xiexes VRCInventory"?
what settings are you using to generate?
seems like something is being provided with a negative value
or a number otherwise outside of a range
is there a way to animate something in a different place on the hierarchy than the controller?
via particle death
Particle death? Enlighten me :o
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
i'll experiment with it. thanks for the tip :)
you're gonna need like, forever
i have some example packages and kits for this type of animation, and there are scripts as well
to do it from scratch would be unreasonable amount of work
Yikes..
this is an example so you can understand it in principle
this is not really a kit for anything
i'll take a look at it
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.
here is an actual kit
here is an outdated guide. it's outdated as it was made for 2017. it's also a shit guide
stop action kit from
https://github.com/oofdesu/lin-unity-packages
low quality guide made public by request
what you're trying to do by wanting to animate something that's not a child of your animator is probably really specific
you will need to figure out how to adapt the basic parts of the kit to your case
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.
I'll figure something out.
You'd expect there to be an easier way to do this, an animator cotroller option or something
yeah you can do that, but material changes don't persist, you need to do some things to make it work
it might be less complex to do a mesh swap with different material
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
otherwise you need to animate on an animator, which will stay on and persist your material change
yes
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
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
it'll break eyetracking and visemes, which you need to fix, not that hard
Maaybe.. I should give up.
lol seems like a lot of work and way too scuffed to get this to work
it's a lot of work yes, avatars 3.0 is supposed to address these complications
you can get it quite unscuffed but it's a struggle
depends on how much you want to do the effect if it's worth it to do this stuff
sometimes it is, sometimes it isn't
i recommend finding a way to not have to separate your hierarchy
you can't find a common parent to animate from?
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.
okay, is your interface for your toggle system an emote?
yeah
you can persist an animator on via emote, that is a parent of your other hierarchy
within the same emote that you toggle with
you just need it to happen at the same time, with the same emote
I did give that a shot, and it worked for a moment but the material change unfortunately didn't persist.
yes you will need to use the emote to turn on an animator... which turns on another animator, which is animating your material change
basically a proxy
it's dumb but yeah
it's because when the emote ends, it writes defaults back
so if you use the emote to start an animator, that animator will stop when the emote ends
but if you use the emote to start an animator which has the sole job of turning on another animator without writing defaults
then it will persist
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?
refer to this video for some orientation
Editing by Cheese
Link to the package with assets from the video (Includes scripts)
https://drive.google.com/file/d/1oi1Ryc2O5FAKQg1_92G6CbEaUBmKnzhU/view?usp=drivesdk
This is a guide on how to expand your gestures or emotes and create multi-state animators for use with inven...
Gocha.. I'll do some experimenting.
@proper hedge Im just using whatever default settings vrcinventory comes with
you can use the emote switch package to study an emote mechanism and maybe build off of that
not sure what its referring to when it says something is negative
idk either. have you tried the booth package instead?
booth package ?
โปVRChatใงใฎไฝฟ็จใๆณๅฎใใใขใใฟใผๅฐ็จใฎใฎใใใฏใซใชใใพใใ EmoteSwitch V3 Animator๏ผใคใงobjectใฎON/OFFใ็ฎก็ใใEmoteSwichใงใใ ๆขๅญใฎEmoteSwichV2ใVRCInventorySystemใจ้ใใๆ้็ต้ใซใใ่ฒ ่ทไธๆใๅคง้ใฎobject็ญใไป่พผใใ ้ใฎ่ถ ่ฒ ่ทใ็บ็ใใๅ้กใ่งฃๆฑบใใฆใใพใใ Editorๆกๅผตใ่ฟฝๅ ใใใๅๅฟ่ ใงใๆฏ่ผ็็ฐกๅใซๅฐๅ ฅใงใใใใใซใชใใพใใใ ็ไบบๅใใซไปใพใงใฎPrefab็ญใฏใใฎใพใพใงใALLOFFๆใซใชใใธใงใฏใใไธ็ฌ่กจ็คบใใใๅ้กใๅฏพ็ญใใPrefab...
this is another generator for emote toggles
oh, it does the same thing?
yes
i also linked an emote switch prefab above for another person
you can study that prefab and learn how to make emotes that toggle
it's not really something that needs to be scripted tbh
interacting with the scripts is just about as complex as using a prefab
or doing it from scratch
and doing it from scratch means you can change what you want
additionally that video i linked above from retrogeo would be helpful in understanding these things
ive done it before, for some reason it just decided to stop working this time ?
you seem pretty knowledgeable tho, do you happen to know how people emote toggle between two conpletely different models?
while keeping the armatures working, so each model moves as an avatar normally would
they're likely using similar avatar armatures constrained to eachother. im not sure how far you can take that with different armatures
if the armature isn't different they can simply toggle on a different mesh
its the same armature at its core though, theyre both humanoid
but the two models are completely different size-wise
i dont think i could use one armature for the other
that wouldn't work very well ultimately, if the viewpoints should be different
thats fixed by the descriptor
ohh, you cant change the descriptor for certain models?
yeah that's fixed and you cannot animate the descriptor
daamn
best you can do is enable a camera to transfer your view
hmm
damn that really does make or break it tho
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
yeah just swap avatars lol
man that sucks
vrchat team get on this deadass ๐ญ
love u guys please make the descriptors animation-compatible โค๏ธ
i mean swapping avatars is fine but the main issue i got w that is it takes so damn long with beefy avatars
and then youre stuck with the blue diamond loading avatar for like a minute in between
What is the recommended settings for emote animation music ?
and since im tryna pull off a sort of transformation animation the wait between switching avatars kind of ruins it...
cameras may be good enough for you to transfer viewpoint
im not sure how satisfactory people have made that for themselves
i dont typically do things with cameras
hmm, me neither
i suppose ill just have to put this part of the avatar-making on the backburner for now
i got other things i can work on tho so this aint too tragic
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?
they're probably in your armature, which has execution order side effects in it's hierarchy
you likely need to do something like this:
0:00 - Why use them:
1:51 - How to set them up
5:34 - Demonstration
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fixed joints are how you used to work around execution order problems
Ok so essentially my particles are emitting before the game decides where my hands actually are
yes, this particularly is a problem with world particles
constraints will allow you to follow the transforms of a bone without needing to nest an object inside your armature
it's weird, i have 3 particle systems, one of them is world, but only one of the locals works ๐
I'll dive into that, thanks
Wow that works so much better. Surprising how few tutorials out there use this
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
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
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.
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
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.
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.
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
yo guys what can i do if i dont hear music but its all set up and i become this massage?
https://prnt.sc/smpxym
@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 ?
Ultimately, yes. But again, you want to test animations on a duplicate
Anyone know a trick to set an object in world space via custom animations that persists after the gesture?
But its working everything @north pendant I check it and all
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
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
Play in the scene as in the play button ontop
anyone has an idea how i can animate this mouth?
it was a duplicate i was animating tho
But just randomlly when i go back to my original avatar it started doing that when i pressed play
all i did was putt the override on it thats about it
E
- Again, don't do that on your original avatar.
- 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
this is some big brain things
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
how can i loop emotes for how long the song goes?
This ? @north pendant
Click Open
@north pendant
Anyone know if it possible to get a music video and make it an animation for people to see
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
Can someone help me out. I'm following this tutorial but it doesn't seem to be working
Subscribe if you haven't and click Like if you enjoyed the video! Helps me out a lot!
Hello VRChat, welcome to my very first Tutorial Video for VRChat!
I am not a professional, all I aim to do is to teach you of my personal methods for VRChat Gestures Override and to hopeful...
when ever I re upload my avatar I can't get the expression to actually trigger
@cobalt onyx /cut out / copy mesh data / uvmap the tex to each cut out / make shapekeys for swap cut outs
After a lot of trail and error I figured it out
cool
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
are we allowed to talk about avatar flying by plane colliders in this discord?
has anyone seen somethin like where you use a particle to trigger an animation when you interact with something on your avatar?
Is there a way to override the IDLE hand animation without affecting the rest of the body?
@analog pivot how do i prevent sharp cuts at the cutouts then?
@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
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
is there any solution to bypass emote lenght?
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?
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.
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 canโt change textures, but they can change materials.
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!
https://streamable.com/6d9q6a finished my dubstep gun animation
took me 3 hours to keyframe by hand
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
Got an example of the effect?
Yeah give me a sec
Should I upload it somewhere else then link it or is this fine? Just recorded it off OBS
Hmm, does the model have any rigid bodies (physics rigid bodies in avatar performance settings)
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
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.
The pose is always in the same position as the avatar was in. Would I need to put a constraint on literally every bone?
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
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?
Basically it's just an object with a rigid body with no fixed joint assigned and frozen axis iirc
Ok so rigidbodies are necessary for that then
I hear constraints can do it too but I don't yet know how to use them
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
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
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
ok i will try that thank you
2 hours of intense concentration have not yielded a way to force a child object not to move with its parent. I'm stumped
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
It has to be under the base object of your model, that's what gets uploaded into vrchat ultimately
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
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
according to the publisher the parent constraint will be removed upon upload
Parent constraint is whitelisted, maybe your sdk is out of date?
ah i was
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
is there anyway you could post a screen shot of that?
i can learn quick but im a very visual learner
In this case I'm freezing the armature. This doesn't seem to require a copy of the avatar so far
and you select all the x/y/z for translation and rotation?
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
ok im trying to test it now
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
https://github.com/oofdesu/lin-unity-packages/releases/download/unity-packages/worldFixedConstraints.unitypackage
The prefab is a world fixed object, held in place by constraints.
The "Container" object will reset it's location every time the "worldSpace" object is enabled.
...
@proud monolith @north pendant @clear yew
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?
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
Yeah that's exactly what I'm trying to do. Where can I find a script for that?
the Freeze Frame post
omg yes thank you so much
Yeah this is way better than my approach ๐ massive thanks my dude
Has anyone made an avatar with a seat working? Thx
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?
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
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
Ah, i see, thanks for the clarification on the subject
Hey guys ive a question
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
You could check deviantart, I found a few there
Ok thanks
is it alright if I ask if anyone here has the long headspin animation some people use for gestures?
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?
Nope, got to be in the same room to see if you toggle a mesh /off/on, otherwise they see default
Would enabling a looping animation behavior do the trick?
how to use a weapon on pc
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
and digital artist animator avatar creator ? i want a miracle maker
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?
@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.
@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
So turn it off for that emote, and then the other emotes could toggle it on?
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
Well...uhm...I haven't really used the inventory system before, but I've used toggle emotes before.
Which mesh are you turning off?
I'd assume the Body mesh
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.)
Yeah, breaking your prefab works. I prefer to try to avoid doing that if at all possible honestly.
Mhm.
That's the thing, I want to keep my prefab intact
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
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.
@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.
i made a prafab for animating a chair on for someone else, i never tested it, mite b cool
@teal idol @jade sparrow
@jade sparrow my question was more geared toward Unity, 2 copies of the same armature and essentially moving the mesh between them
you should just constrain the armature of the visible mesh to duplicate armatures without visible meshes
Anyone have a tutorial on how to make it so that you have separate gestures when you do an emote to activate them
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
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
@proper hedge Thank you so much! The prefab worked after trying so many hours to get sests to work! ๐
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
I explain how to create an animation lock, that is a toggle able animation the locks on so it will not reset when others join or switch avatars.
~Check out our Discord: https://discord.gg/HWm96zZ
Outro music by TeknoAXE: https://www.youtube.com/watch?v=vbxVX...
Tumblr: http...
What about this
Hmmmm I haven't taken a look at that yet. See if that works
there is no way to have the same gesture on each hand do different things, or is there?
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
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?
@burnt vector Yes, lin posted a stationfix unitypackage above which worked.
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"?
@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
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 itโs animating?
Rotations are slightly off
I rename the parameter names accordingly
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?
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
Did you put the animation in the override animation controller under prone forward
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
Every time someone has told me to animate they've always told me to make sure preview is not turned on
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
To be honest I've always had a hard time with the animations on that website
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?
@proud monolith https://www.youtube.com/watch?v=UTQYnScOaRI
https://github.com/oofdesu/lin-unity-packages/releases/download/unity-packages/worldFixedConstraints.unitypackage
The prefab is a world fixed object, held in place by constraints.
The "Container" object will reset it's location every time the "worldSpace" object is enabled.
...
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
like the empty gameobject that just uses it for position right?
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
ok ill try that
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
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?
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
OK
just use your avatar object as the Container source
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.
nvm after a bit more messing with it i got it thank you so much for all the help @proper hedge
Thanks to @proper hedge I can now boop a gnome onto people's noses
is it possible to only have a weapon appear if the gesture is triggered with the hand the weapon is attached to?
not currently
can I have the other hand move at least? so i dont have a flat hand holding an item?
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.
but for that I would need the hand to be a separate mesh :/ so I just have to live with it
I've seen avatars with hand specific gestures though, there has to be a way
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
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
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?
hmm, I completely forgot about colliders, imma try that tomorrow
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
does anyone know how would i set a emote to auto toggle when i spawn?
you use an animator that is on by default
where can i get one?
in unity
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
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
You cant as the avatars position in the chair is based off their feet position, not their hips IIRC
^
any tutorial or something as i cant seem to figure it out =/
If you drag an animation onto something, it will automatically create an animator that plays the animation instantly on play
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
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?
yes, need to disable ik though
How would I do such a thing?
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
i have a noodle cup / bed avatar that uses custom anims on it, as an avatar . this is the thing that disabled your arms in vrchat > https://i.gyazo.com/6a9cf9b7c467b0a96af62eb7bac1e998.png
well your entire avatar
now chairs work when you stand up , used to get stuck when using it
this is the old prefab https://github.com/splinks/Vrchat-Dance-Pad/
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?
legs and arms will not do a thing
well my legs already don't, haha
you become a statue pretty much nothing moves
Am I able to disable parts of it here and there or does it have to be the entire avataR?
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
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.
Can use idleprone for that, sit down and you animate into that
maybe sit too, never really tried
how does one shoot a single particle with an paricle system in an animation?
One of my avatars animates when i go prone and spawn AFK over head
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.
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 ๐คทโโ๏ธ so im waiting for a fix for that
Teleport into a chair?
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)
ah ok
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.)
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
Make a humanoid thats 1~ poly ,then put that inside that, you can now use gestures with it https://i.gyazo.com/6fe903413f11836b032ed8ed38af4612.png
What I did was have an armature by itself, then added the car into it essentially
is it set humanoid? ,then you can use gestures on it
The car itself no
This is coming out confusing isnt it? xD
I did that, and I put it into VRChat but it didnt do any gestures
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..
Ah right
then add descriptor on the humanoid, and add custom stand/sit anims
It must be humanoid, otherwise nothing happen
The car?
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
Where is 'Body' ? not sure if that matter or not
Ah, thats the plane. I didnt name it correctly woops
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?
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
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?
Thereโs ways of kludging that right now yes but youโll 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
@violet moss do you know when they will add this? will they do it in the near future or probably never?
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
I just donโt like kludges :[
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
Iโm 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
You mean avatars 3.0?
Yes
Yeah the concept seems very good, but besides custom animators and the emote wheel I don't think they've explained much more
Right now so much advanced stuff is just workarounds that are kept secret and itโs dumb
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
I do the same. Anything I learn, I spread. Thatโs why people keep secrets.
But lack of interaction is the worst part of VRChat right now
The social is amazing but thereโs a lot of missing potential
For content
When it comes to animation anyway I keep hitting my head on โwe canโt do that yetโ
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
does any know how to prevent my audio sources from dropping off so heavily?
This is my first time ever animating is there anything i could do to make it better or any issues i could fix?
@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
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?
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?
@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
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!
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
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?
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
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
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
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
@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
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?
so whatโs been going on with animations? i guess i donโt know where to go on here so im gonna ask this question here, iโve only been on vr for about 2 months and i donโt understand this animation thing.
What do you mean by what's been going on? Nothing has changed at all for a long time
is there a way for me to add face animations into already existing hand geistures?
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
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 ๐ญ
i put the animations on the emote slots of the controller so that's squared away
@tribal prairie try learning how emote inventories work. here is an example system
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
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
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
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
how many emotes are you trying to set up?
just one! lemme take a vid for you real quick so you can get a visual of what's not activating
it's for some particle systems
they're all in a game object with parent constraints on em
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
do you have audio on it? just as an extra thing to test if it activates
whoops
HAHA i used the wrong animations LKJDSLK my bad!!! thank you so much guys! the manual method worked!
you're grabbing the wrong animations because the inventory tool generates new folders every time you run it, right?
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
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
it is possible to have a object(another version of me) have a animation that plays on activating right?
Yes
You can treat it like a game object. Everytime you turn it on, it will play through the animation(s)
does anyone know how to increase your viewpoint on your avatar using an animation? ive tried and so far failed, but idk why
How can you adjust the opacity of a shader on your mesh in an animation?
@north pendant we actually processing that now
@brazen summit It's not possible to animate avatar descriptor.
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
How do you activate it?
fist
Ok how do you activate it with your fist?
Magically?
no just like every other emote
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
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
what all determines if an animation gets culled?
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
Ok
Anyone know any good vids that teach you how to animate in unity so you can export it to VR?
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?
Depends on how you sync them, but ultimately there's very little you can do since everything renders client-side
wasnt sure if there was something i didnt do or what
how should they be correctly synced?
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.
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
I know how to do normal animations but I tried doing one with longer ones. I'll figure out how to use a animator.
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
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.
Nvm the video was from 2018 is was showing a different way and they were bad at explaining.
@odd coral this is the best explainer vid about animators in vrc that im aware of
Editing by Cheese
Link to the package with assets from the video (Includes scripts)
https://drive.google.com/file/d/1oi1Ryc2O5FAKQg1_92G6CbEaUBmKnzhU/view?usp=drivesdk
This is a guide on how to expand your gestures or emotes and create multi-state animators for use with inven...
it's not totally modern but this should get you touching animators with some success
Around a year old. Should be fine, thanks.
You try making it work?
monkey trying to ping 50k+ people to help him
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.
SDK3 does not yet support avatar creation afaik
World.
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.
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
I'm probably just stupid but I don't understand -_-
What are you trying to accomplish?
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.
Here you go, have fun https://youtu.be/GHjWF4yflRU
Editing by Cheese
Link to the package with assets from the video (Includes scripts)
https://drive.google.com/file/d/1oi1Ryc2O5FAKQg1_92G6CbEaUBmKnzhU/view?usp=drivesdk
This is a guide on how to expand your gestures or emotes and create multi-state animators for use with inven...
Looks really complicated =_=
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
but when I tried that before it wouldent let me access the items in my hands because nothing was parented to the game object.
- I said the avatar base
- You tried to break your prefab armature by changing the parentage of a bone. Avoid doing that.
I never changed the parent of bones cause I knew that would break it.
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
If the objects were to be held in my hands, shouldent I put the game object in the wrist of the character?
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
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?
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...
i have umotion pro - it's amazing - you should defiantly purchase it.
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?
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.
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
This might explain better, do i have to have this as a guesture of can i have it as an emote?
guess i am alone in this endeavour ๐ฆ
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
@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
True, didnt think about just using a duplicate
I guess they could also manually combine the clips
Only 19 seconds that fits in an emote right?
Should yeah
That might be the most straight forward way then. @astral moat copy paste the keyframes into one clip
@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 :)
if that did it that way do i only get 19 seconds to play with? would it just stop after that?
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
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?? ๐
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
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
https://github.com/oofdesu/lin-unity-packages/releases/download/unity-packages/worldFixedConstraints.unitypackage
The prefab is a world fixed object, held in place by constraints.
The "Container" object will reset it's location every time the "worldSpace" object is enabled.
...
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
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 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!
can Blink(for both eyes) work for Left and Right Blink in the create eye tracking in Blender cats plugin?
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
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
gotcha!
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
Hey i wanted to make a animation where my avatar goes invisisble how would i do that?
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.
How can u guys understand this i lost so much brain cells
I don't know.
But yeah i dont know why its not working
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.
does anyone have like a google drive or smth of unity-ready mixamo animations that i could use?
Blendshape viseems appear much lighter than surrounding geometry
any fix for that
or just use a good shader, depending on your model
alot of shaders are good at hiding seams
He's gonna ask the same question a couple hours later I bet
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.
I checked the animation to loop time and pose, it still isn't working.
And so far, no forum post has helped at all
It still sounds like an issue with normals, you sure it looks fine in blender?
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?
The Animation component is depreciated and no longer used in VRChat.
I followed an old video, so it might be that it doesn't work this way ๐ค
Ouf that's why then
So what should I use instead?
Try making an Animator on the base of tail bone, then animate those under it
Thanks a lot, I will try that.
You might have to retarget some of the properties of the animation though.
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
Its a very long animation ? they wont really work as a gesture
its 24 seconds long
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.
talking about game ripping is banned here, my dude
just an FYI
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
Anyone know how to reset an avatars dynamic bones or the mapping to match up?
i have a sitting animation and when i sit my camera goes into my body
any fix?
this animation ^
you mean in game?
yeah
I heard you cant do anything, cuz they fixed the viewpoint
np
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
https://i.gyazo.com/f1ee1c45e6e8f073c4c1cfe715ffabdb.png this will work on a chair, havnt tried it on a gesture/emote in awhile
have fun adjusting it tho, since enter/exit doesnt work so had to move it away from where you actually are for now
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 ] )
all animations are Read only
yeah i have it set up for Read only
no am having this issue how can i make editable
oh i forget how to turn that off but ( i make mine that way because of people who like to Rip animations )
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
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
already in the controller of the model
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.
ahh got it
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
now works
also nvm on my problem i figured out a way to fix it for myself
Hi, my issue is my texture becomes darker when I use facial expressions with my avatar
https://gyazo.com/5595addc24a0498a14730468ec86720a
enable legacy blend shape on the model
Thank you @ashen gulch it resolved it ๐
cool
does anyone have a hockey stick mmd that i can use
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
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
@prime iron
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
I only know how to create animation clips and move objects so they move in the animation itself
yes
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
How it imports
https://gyazo.com/24e303a8d1c998a10fdb627e3d7f3723
End Goal (I'm able to get rid of the extra data by going through the animation and removing every single property not related to the hand, just really hoping there's a way to avoid having to do this)
https://gyazo.com/d3d861ead25a045b01fd5461ec7a9afd
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
cant find any video on it either
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
alright then imma try the first thing
well it seems like it wont let me put it in the animation
something like this , this can be insanely slow if there's alot of them in it
yeah but it wont let me copypaste the animation
i think i gotta enable some sort of recording thing but idk how to do that
nah should just be able to click on it in project,then switch to animation tab
record is handy when you move things in the scene like arms/bones/fingers ect to record what you are doing to anim
Hi
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
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?
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?
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
@unreal musk you can do it with constraints and colliders for movement
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
as far as i remember its just named confusingly
i just think strafe left is missing lol maybe they forgot to add it in the override controller, idk tho
no it isnt, i have a list somewhere, looking.
those are all
i think that was what the confusion was
i cant say that was 100% what it is tho, this is just what i remember it being
maybe that changed at some point, maybe they just mirror RT, either way, its weird
you could look thorugh the animator itself and see what it calls when going left
Does vrchat support hairworks on furry avatar tails?
Like Nvidia hairworks?
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
Yea
That's what I've been doing
Amd card users would get horrible performance drop too
With hairworks
oh basically people use fur shaders such as XSFur @silver sapphire
That's what I've been doing I just wanted to see if it's very different
Hey, does anyone know how to put sound clips to a gesture? ( like on the vive controller?)
yeah, you make a custom gesture animation and just enable the audio object in that animation
Oh alrighty thanks
So where do I make a custom gesture? lol
like if anyone knows a step by step video or guide that could help
https://youtu.be/vrY3FgpzLRY
@sweet ginkgo
Subscribe if you haven't and click Like if you enjoyed the video! Helps me out a lot!
Hello VRChat, welcome to my very first Tutorial Video for VRChat!
I am not a professional, all I aim to do is to teach you of my personal methods for VRChat Gestures Override and to hopeful...
alrighty thanks
im still confused lmao. making animations r difficult lol
Anyone know how to get an Avatar Touch-based Inventory System?
I believe retrogeo sells a unity package for that
Yeah its basically animators and particle triggers, I believe
Ohhh
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?
I believe the idle basically only works in desktop
it is intended for desktop
but your screenshots has your arms move as in vr?
the arm locations are also apart from the standing animation
i see, so the animation works in editor, works fine when in play mode?
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
thats indeed is odd, i never experienced something like it
i think figuring this out will need some super specific knowledge
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.
there's still a slight bend that's a nuisance but that also is related to height, i'm quite sure.
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.
At least that's how I understand it
^ 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.
You can kindof get around it with fake legs and stuff, it'll just be a lot of work
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
Are you able to activate animations via scripts just like in unity?
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
you can use triggers or udon to start animations n other things.
How do I make facial expressions like this
VRChat, but with Furries, doing what furries know best. Nuzzles.
ART CREDITS
Art in thumbnail by OliveCow
https://twitter.com/Olive_Cow
Video Edited by:
FolkeFox https://twitter.com/FolkeFox
And me
Huge thank you to:
https://twitter.com/STANDAR...
(46 seconds in)
I have done visemes, but this is something different, character doesnt talk and it swaps them faster than by emote system
Some kind of witchcraft here, vr headsets can track faces or something? How do I tell unity to follow that?
That's the gesture system, it's quite simple. Especially what is in the video
greaat. ...any way to test those by pc user in vrchat?
Yeah, hold left or right shift and then F1-F8
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
are there any face plant animations that are public?
could always search through mixamo
gotcha
Are the default hand gesture files located anywhere?
how hard would it be to make an animation ir emote for an avatar
A what?
Welcome to RESTART! 5th Animation showcase.I hope you enjoy watching it :3
Timestamps:
- Lombex -
- Zer0 -
- NEK0 -
- SoggyBurrito -
- Raivo -
- M.O.O.N -
- ToFast4Kingky -
- Wiks -
- Jake UwU -
- Goddess Sarada -
- Absolute Zero -
...
can someone help me out with some unity and blender stuff, im trying to help a friend out with importing .anim files into blender
is that possible? if so then how can i accomplish it
Would anyone know a bike riding or similar animation?
Why would you need .anim in blender rather than unity?
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.
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
@south eagle gotta use behaviour keyframes, they have the power to freeze an animator
@azure quartz is there any tutorial s for that?
uhm
you need a special script to create the keyframes
or edit the .anim file as a text file
I dont know where it comes from originally
prolly on lindesus github
its a pain and it wont ever sync
Custom scripts aren't allowed in VRC, I've seen this effect on a model though
eh
its a script to create the keyframe
not a script on your avatar
same with like, muscle animator
its a script
to create stuff
but it never gets uploaded
look into the stop action kit
that has a prefab setup
I believe a video is somewhere on there too
oh wait those are for stop action particles
but it sues that concept too
here is the property you need to animate animators on/off
here is a video which will probably help you figure out what you are doing
Editing by Cheese
Link to the package with assets from the video (Includes scripts)
https://drive.google.com/file/d/1oi1Ryc2O5FAKQg1_92G6CbEaUBmKnzhU/view?usp=drivesdk
This is a guide on how to expand your gestures or emotes and create multi-state animators for use with inven...
@south eagle
cycling animations do have sync problems though, if the cycle is too fast and someone misses the keyframes from looking away or late joining
you have to intentionally sync people up to you
and manage their state
it's best to come up with schemes that have internal resets whenever possible to sync people up
additionally, this will be useless knowledge after avatar 3.0
you will do everything in the base animator
๐
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?
What version of unity are you on?
2018.4.20f1
