#animation

1 messages · Page 127 of 1

clear yew
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Strange, can you show me your unity window?

river blaze
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one sec

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I assume I'd have to put the mesh with the blendshapes in Skinned Mesh, but that doesnt seem to work

clear yew
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That... Doesn't look right at all. Can you show me the whole window?

river blaze
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yes

clear yew
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And it didn't add the pipeline manager.
I'd delete the VRCSDK and get a fresh one from the vrc website.

river blaze
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I just downloaded it though

clear yew
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True

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Do what Svel said and check your console and post any errors

river blaze
clear yew
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Well.

river blaze
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I dont have any other shaders though

clear yew
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Standard is a perfectly fine shader. You can easily find other shaders online that are free and easy to use

river blaze
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is it on asset store?

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because I need one that can do colored outlines

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alrighty, thanks

river blaze
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Do you guys know if it's possible to make an into animation? Like when your avatar loads in it plays something one time. Because I kinda wanna play this audio and like a asteroid impact animation when I load into a world

north pendant
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Yeah, it's pretty straightforward. You can put a nonlooping animation onto an object and play it on wake

river blaze
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Ok, blinking doesnt seem to work

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I set up an animation and a controller, linked the animation to entry, then made an animator component and plugged in the controller, nothing happened when I pressed play

clear yew
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Why not use the blinking system built into VRChat?

river blaze
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idk how to set that up, I've been trying to follow video tutorials, none of them have gone over that

north pendant
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You set up a couple shape keys in blender of your eyes closed, map them to visemes using CATS, then modify the blendshapes under your body mesh in unity

river blaze
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how do you test blinking then?

north pendant
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Should be under eye testing. You can also test in unity under your model's rig configuration

river blaze
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I dont know where rig config is

north pendant
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Click on your model prefab, go to the Rig tab

jovial narwhal
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SDK3, how to play an animation after OnUsePickUp?

sweet ginkgo
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Hey, so I want to put a some particle effects on my avatar when I press a gesture. How would I do that? ( i'm new to the animation part of avatars lol )

north pendant
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Put a particle system on a gameobject, parent that under another gameobject, disable the parent, and enable the parent with the gesture

sweet ginkgo
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oh alrighty thx

sweet ginkgo
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So it works now. But I wanted to put a b-ball bag in my hand and make it appear whenever. It works but the baseball bat isn’t in my hand, any fix?

distant kiln
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can any help me with making an animation

iron stag
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would anyone know how people do different meshes in the mirror vs what people see?

iron stag
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I thought it would have to do with layers

coarse bridge
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How would i go on about making single shot gun sounds? I have this pistol which i have setup so when im pointing my finger it is equipped, and when i press my finger down it triggers, but how would i make a sound that only plays once and also a muzzle flash, for whenever i pull the trigger?

torn pawn
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@coarse bridge you woul dhave
Gun
Effects
Gun and Effects are both disabled, with one gesture you enable the gun, with different gesture you enable Effects, Effects can be enabled with 2nd controller only when the Gun is out

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put your sound and particles under Effects (sound and particles enabled, Effects game object disabled)

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Effects is a child object of Gun

coarse bridge
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Doesnt the sound loop?

torn pawn
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no? disable the loop if you have set it to loop sound

coarse bridge
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Ok ill try it

proud echo
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i have a problem got hand gesture for a queue whit audio the audio will play but wont show the animation any ideas? thx

violet moss
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I have a shape key vehicle that appears whenever I walk or run. It works but my issue is if I walk slowly, the shape key only loads a little bit, resulting in a tiny bike

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Any work around?

clear yew
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Maybe you could mess with the animation curves so they fully activate earlier?

violet moss
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It’s two frame pose, full 100%. It appears vrc is adjusting weights depending on walking speed

woven bobcat
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so i have this rather large anim file and whenever i go to cut it and make it smaller unity freezes so its nearly impossible. Is there a better way of cutting the animation?

violet moss
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That is the correct way and it’s not freezing it’s just processing and it may take a very long time depending on CPU speed

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For whatever reason animation editing does not create the usual “hold on” window, but it is processing, it will finish, it’s just a very long process for huge animation files

daring merlin
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i dont know if this is the right chat to ask

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but how do you get MMD motion onto a model as a emote

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or can some one point me towards a good tutorial

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i want to get his motion

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on the same model

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not sure yet what to do with hte other arm xD

violet moss
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There are converters. Some are free and open source others are not. Some have rules limiting their use and others don’t. But they do exist and are out there and that’s how it’s done.

north pendant
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Can I not have a separately animated object within my armature? I have an object under my head that has its own animator and just loops an animation, works in unity but doesn't work in VRC

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I figure a workaround would be to just constrain it from outside the armature but the mirror bug with parent constraints is annoying

north pendant
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Turns out it's not the positioning within the armature. Might be a setting that I'm somehow forgetting

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Found it. Cull Update Transforms has to be set to Always Animate

neat crest
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is there any way to change a material by emote?

noble shell
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Done it on gestures, never tried it on a emote though, just record and drag material over to animator , should save it a small image of the material

neat crest
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ive done it on gesture but a model i have has 2 similar textures

zenith owl
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I'm not sure what it's called, but could anyone possibly help me out with getting avatars to have certain animations? Like I've seen a few that if they lay down they're in a different position, and I kinda want that with a few of my avatars. But I haven't been able to find any good tutorials on it

clear yew
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Thought I would ask this here, I’m trying to make a stormtrooper avatar with a helmet that can disappear and reappear, how should I go about doing this

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Also I’m trying to make it quest compatible

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If you already have a head for underneath and the helmet is on a separate material, it's quite easy. Just have an animation that changes the material of the helmet to an invisible material.

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Though I don't know if quest has those options, let me check

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Yeah, doesn't seem to be an option.
An alternative method would be instead to have a shape key that makes the helmet "disappear" (set scale of helmet vertices to 0) and that should get the effect you're looking for

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Ok thanks! I’ll try that in a bit

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Looks like it is actually possible with the first method, just use the Mobile/Particles/Additive shader with a transparent texture (alpha channel) instead for the invisible material

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Oh ok

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Is hat way easier

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That*

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Both methods are relatively easy

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Alright I’ll try the particle way first

distant kiln
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so i have one animation
to make another would i use the same duplicated avatar and game object or just make a new duplicate avatar and game object

digital comet
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I wonder if what works. I always do one anim per duplicate

distant kiln
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time to raise my polys

teal idol
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Anyone got seats working on their avatars?

clear yew
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One of my friends got the working @teal idol

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I’ll see if I can find out how

teal idol
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Thank you! 😄 🙂

distant kiln
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toosie slide animation?

clear yew
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hehe

chilly kernel
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is there possibility to make your avatars body emit particles that emit from the actual body not ghost body

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when i move my hands it looks like its trying to emit the skinned mesh particles from ghost arms that are stuck to my sides

north pendant
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@chilly kernel the reason for that is because VRChat has an order of operations when it comes to evaluating positions within the armature, which essentially puts world particle emission at the default position of your hands no matter what.

The workaround is to bring that particle system out of the armature and lock it to your hand with a parent constraint.

digital comet
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when I get closer to my partical it shrinks, how do I make it keep it's size?

opaque gate
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this is problably the best place to go to ask this but im attempting to make a jumpscare avatar could anyone help me out in pointing me in the right direction to making an avatar invisible because currently i cant find anything on it

north pendant
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@digital comet set billboard alignment to Facing instead of View (I googled this, you should do so next time too)

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@opaque gate just disable the body mesh to go invisible. Don't go around scaring everyone though

opaque gate
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no its not for that just for my friend group

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we are having a challenge to see who can make the best scary avatar thought it would be cool to have

north pendant
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When it comes to setting up a dual gesture animation for the same gesture (animation only shows when you use ROCKNROLL on both hands), as far as I know you have to set a parent off on all other gestures. Does that include IDLE?

stoic breach
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Does anyone have an idea as to why the force modifier doesnt work on my dynamic bones anymore?

errant orbit
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so i used world particles on my particles now they are teleporting

north pendant
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nice!

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@stoic breach what did you change between them working and them not working?

stoic breach
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@north pendant absolutely nothing, ive also updated nothing which probably doesnt help any

fathom atlas
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Anyone willing to help me make an animation where if a person sits on a chair the animation plays and they move with the animation? I saw someone do an Animation like this but i am unsure how it is done

north pendant
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You would just create an animation as usual, assign it to a custom override controller, and assign that controller to custom sitting animations in your avatar descriptor

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I think you'd be looking at the IDLE slot, but I'm not sure

chilly kernel
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@north pendant i meant skinned mesh renderer

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its out of the armature by default but i think it still emits the ghost body

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armature whatever thingy

north pendant
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You're not making any sense. Show me what you mean

chilly kernel
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alright 1 sec

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you know when the system doesnt have specific point to emit particles from

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it just emits them troughout the whole body

north pendant
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Then that's a problem with your particle system shape

chilly kernel
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🤔

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but the whole point is to have the body as emitter

north pendant
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I can't help you unless you know what you're asking for honestly

chilly kernel
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i do know and i said it

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when you set your avatars body to be skinned mesh renderer emitter

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the particles spawn from your body mesh

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but for some reason they follow ghost body

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instead of the armature movement

tulip thistle
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anyone know how I would make an animation play after another one stops?

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I want a sound to play whenever I stop a looping animation

north pendant
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I already told you, particle emission is calculated off your armature's default position. This is because VRChat calculates armature position at a weird time with respect to everything else. You could parent constraint a copy avatar to your original armature and emit from that

half minnow
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a question, i trying to add 2 dancer avatar to my animation

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but they simply don't move, i tried to assign the controller with dance as idle animation

half minnow
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anyone?

north pendant
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How are you animating them?

plucky harness
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uh does anyone know how to make somewhing float around you?

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like a little orb constantly orbiting you or just floating beside you?

clear yew
noble silo
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Can anyone help me ? Why are the files bottom left missing ( need to animate the fingers around the knife + let knife spawn ) [and maybe an additional sound]

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I only need this and also a complete invisble character animation 🙂 then i am set ❤️

north pendant
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Have you checked if those properties are there?

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I can't read this picture, but assuming those properties are under Armature, and you don't have Armature in that object, it's obvious that those properties would be missing

plucky harness
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Ty panda 😄

noble silo
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Anyone got a Tutorial how to make a character dissappear for others ? So you can sneak up on them ?

craggy dirge
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Make a key frame that disables the body mesh

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Done

noble silo
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i am trash at this jesus. even with tut i am lost

clear yew
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@noble silo 1. make an animation on the avatar 2. hit record 3. Hide the body mesh of the avatar 4. Stop recording 5. Delete the second keyframe that it auto creates 6. Select the keyframe you made and copy it 7. Go to the next slot over and paste it 8. Hit the play button to see if it works, if so, yay you made a jumpscare avatar

compact void
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I'm at wits end here

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I've searched through discord servers, reddit, youtube, unity, deviantart, support, i can't find an answer and i've been stuck in this for 2 days

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I try to add an animation to an avatar and it does the stupid bike/fetus pose. Yes, I know this isn't a problem because you can just duplicate the avatar. However this is just the animation. Say I'm adding a blinking animation; great, when I try to play it though it just puts my character in the pose in VRChat

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I may just be stupid and the answer may be obvious, but I don't know. I've tried a lot to get this to work and it's tying my patience

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The animation works fine but it still does the pose which doesn't help at all.

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How do I fix that?

north pendant
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You're putting it in the IDLE slot aren't you

compact void
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Yes

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But isn't that where it's meant to go?

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It's a blink animation

north pendant
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IDLE accounts for everything your avatar does while idle. It's like how overriding a gesture will force your finger joints into an idle-like position if you don't set values yourself

compact void
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So how do I fix this while having the blink work?

north pendant
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Use an Animation component

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Is there any reason you're not using VRC's built-in blinking?

compact void
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Yes,

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I had a custom one I made

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It's a little different

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but i didn't think this would be such a pain in the ass

north pendant
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It's not, you kinda went the hard route tbh

compact void
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Do I put the animation component in with the descriptor or do I put it in the mesh

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yeah it looks like it

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it's fucking with my head

north pendant
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Not on the descriptor. On anything that contains the mesh you want to blink (base object included)

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It doesn't really matter where you put it

compact void
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Not on the descriptor, but like

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oh okay

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I thought where you put it mattered

ionic geyser
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Hello!

north pendant
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as long as you can animate the blinking from there

compact void
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alright

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I'll try that

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Still might be doing something wrong

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So just to clarify, I've got the animator and animation

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I put the animation in the animation

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The animator does nothing when the controller is set to none, but when I add the override it just does the same thing

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which is the broken pose

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I might be stupid and not be understanding this. Highly plausible.

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Animation component on its own does nothing.

north pendant
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Don't override anything in the override controller

compact void
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oh

north pendant
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Just animate the blinking

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That's it

compact void
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I don't know, it might be broken for me.

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I've watched videos of people doing this and follow step for step

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but it's just not working, just animating the blinking does nothing

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and when it does work, the model breaks

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this just feels pointless now honestly

north pendant
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😂

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There should be a setting with an option like "Always Animate". You need to do that

compact void
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Yeah

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It doesn't do anything.

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unfortunately

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Think I'm just gonna give up here

north pendant
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Yeah, guess there's no other way. Super unfortunate

half minnow
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How are you animating them?
@north pendant I wanna run them the twerk dance that I have

north pendant
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I'll just repeat myself, how are you animating them?

half minnow
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I just added a avatar controller to them and add the dance as iddle animation

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But I don't think that Is the correct way

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I summon them via trigger

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The song work and they appaer but they are not dancing

north pendant
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Yeah it's not right. The only thing that VRC controls through the override controller is your avatar. The clones should just be animated regularly

north pendant
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We mostly use blendshapes created from blender shape keys

north pendant
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@lucid grove refrain from deleting your messages, maintaining a message history in this server can benefit those who run into the same issues as you

clear yew
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shh

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🤫

clear yew
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how would i put lip sync into a hand gesture animation like how lolathon did with this https://youtu.be/cNXMQe23VQc?t=706

Lolathon VRChat Archive April 20, 2020

I'm not Lolathon. Remember to check out his channel! :D
Here are the main channels of Lolathon ~

YouTube - https://www.youtube.com/channel/UCja4bNI0d86BN1yYYOVWjDA
Twitch - https://www.twitch.tv/lolathon

Discord - https://discordapp.co...

▶ Play video
north pendant
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Adjust the viseme blendshapes on your body mesh in the animation

clear yew
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Adjust the viseme blendshapes on your body mesh in the animation
@north pendant ya but handgesture are ment be length of 0.0 to 0.1

north pendant
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You can get around that by either enabling a gameobject in those 2 frames or enabling the behavior of a gameobject

north pendant
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Is there a way to make an avatar prop in some way controllable by someone? Similar to how world props can be grabbed by people

proud reef
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hey everyone! does anyone have a pack for the animations for me? i cant find any T-T

clear yew
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can somebody help me

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or send a video

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on how to do animations

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like the screeen shakers

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Like how to make it so

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when i press shift f8

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it toggles

cold pulsar
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You can type more than 3-5 words per message by the way. For toggles you should look up inventory systems. Not going to help you with screen shake though.

clear yew
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how to change idle animation

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my avatars legs look retarded for some reason if I don't move

stark hearth
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can anyone help me with my animations? i can't use them in vr chat and idk what the problem is T-T
help with shaders would be also great uwu

pls private message me then

clear yew
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thanks

north pendant
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Could I apply dynamic bones to something not rigged to my avatar? Like for example, I make a separate rigged object, import it separately, attach it to my hand in unity

hard summit
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hey guys! I just learned how to do animations and i have a few questions

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i followed a tutorial that told me to add multiple animations using the nonlinear animation feature in blender

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now that i've done that, my animations show up in unity! Yes!

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however, they're stuck to the model's animation section, as shown here

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is there a way i can export these as their own .anim files and apply them to the near identical model i already have in the scene?

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the only difference between them is the original doesn't have animations attached to it while the new one does

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thank you!

clear yew
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In the assets window, just open the the fbx import (the arrow next to where the model is) and it should show you the items that are embedded in the fbx such as the blender anims and armature and stuff. Just copy the anims out of the fbx with crtl+d, that'll make a new anim file that is no longer embedded in the fbx iirc. Then you can apply the animations wherever you want in animation override controlelrs

hard summit
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thanks!

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now i have one last, much more difficult question

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i have an idle pose where the stand behind the main character floats (They're both 1 mesh for optimization and simplicity)

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i want to apply the floating pose to both the walking and idle animation

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idle is no problem, since it's empty by default kinda

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but is there a way i can merge it with the existing walking animation?

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so he can walk and float?

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for visualization, here's the model

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im a comedy genious im aware

hard summit
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If my question is too hard to answer, at the very least, does anybody know where the default walking animation is so I can attempt to merge them?

crystal zenith
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Is it that hard to find a stimpak sound effect bc i cant find any.

daring gale
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can someone tell me how to avoid when the animation is done it doesnt do that weird little circle it does before going back into its original position?

north pendant
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Am I missing something? I don't see a weird circle

daring gale
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i cant get the clipt to last long enough

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it circles in reverse instead of just going int o the original postion

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the way the chair is facing it should just turn left to straightne out but instead of like spins in the oppisate roatation position then the normal position

north pendant
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That should be pretty self explanatory depending on whatever rotation values you're keyframing between

hard summit
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hi, new question

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when i select my avatar and go to the animation tab, my avatars appear fine in the preview

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however, if i view them as a standalone animation, they dont play at all

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is there a reason for this?

clear yew
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I made a shader animation thing that goes in sync with the song for showing off and stuff to friends, but when I do the gesture, it locks all of my other gestures to said gesture and I don't know why, it's only when I do this one

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i need to know how can you sync shaders to a song

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animating key frames

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shader values, ect

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i tried doing so but it offsets

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i measure music as bpm when unity uses ms and seconds

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and such

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I just use my ear holes

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and for some reason the video is blurry, kms

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anyways, my issue is when I do the animation, it locks my gestures to it, so it turns into the only gesture im capable of doing

deft mountain
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Is there a way to activate an animator on your avatar using a gesture animation?

digital comet
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is it possible to make a room black and don't allow any lights to go through? trying to make an animation where the surrounding is dark and possible in every world.

clear yew
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Need a shader that renders over everything

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Is there a way to activate an animator on your avatar using a gesture animation?
@deft mountain create an empty game object that's off, and have the gesture turn it on

proud monolith
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What should I look up tutorial wise if I want a sound to play when my avatars hand mesh passes through a different avatars mesh

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Or is that not possible and I should just use a manual anim override

deft mountain
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@clear yew What if the animator is on a part of the armature?

north pendant
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why would it be on your armature? move it to a gameobject under your armature or move the object out and parent constrain it to your armature

deft mountain
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I'm animating parts of the avatar's body.

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It's cool tho, I figured out a way, thanks!

stray totem
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does anyone know how to solve the problem ?
I set my Idle animation like a default Idle in unity controller
(On screenshot this Idle animation)

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he sort of picked up his legs inward

digital comet
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you can only override prone not crouch so press Z instead of C

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afaik

stray totem
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So why can't crouch normally?

digital comet
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propably armature incorecct

stray totem
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hmm

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maybe i can correct this ?

digital comet
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in blender yea

violet moss
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In general arm and leg Ik will take priority and play over top of custom idle

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Unless you are on desktop

dim stratus
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I have an avatar that uses half disks for eye lids, how do I get it to blink? I set up a "eye rig" with some expressions and an "eyes closed" bone. How do I interact with them?

violet moss
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In blender, pose the eyes closed and save it as a shape key. One for each eye.

dim stratus
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Got that. Used a mirror modifier.

violet moss
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Assuming you want the system controlled blinking and not your own

dim stratus
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Yes.

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My plan is to have the eye's closed system be automatic, but the expressions be player controlled.

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It's Nox from Wakfu, so he does not have normal eyes.

violet moss
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The first four shape keys listed on the FBX must be left upper eyelid, right upper eyelid, left lower eyelid, right lower eyelid. If you don’t have lower eyelids, make two blank shape keys on those slots. The next 16 shape keys after that are mouth sounds, which are optional.

dim stratus
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He has no mouth, so that's not a problem. Eye lids are apart from the head.

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He wears a helmet with mechanical eyelids.

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I got the shape keys done and driven with the eye rig.

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I simply need to know what properties to use to move the eye lids up and down.

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Ideally through the eye rig.

violet moss
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It’s automatic enabled if your bones are named the way it expects

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Hip, Spine, Chest, Neck, Head, LeftEye, RightEye

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If those bone names exist then it will animate left and right eye for an eye tracking and use your first four shape keys for blinking

dim stratus
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I don't think you are understanding what I am talking about. One moment.

violet moss
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Are you trying to do your own blinking apart from the system blink, then?

dim stratus
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Hm.....

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How does the system's blink work?

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He does not have standard eyes. so I would think the system's blink would cause some issues.

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Hello?

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Oh ok. I think I see what you mean now.

violet moss
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The system blink are just shape keys. If you can animate your eye closing with a shape key. VRChat will play the shape key.

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Shape keys, if you are not familiar. Are just vertex animations.

dim stratus
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I know about that. I would like to know how to play that animation.

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Oh, hold on. Do I have to animate each eye lid in a closed state then ?

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Hold on... If I am understanding what you are saying, would a face rig be pointless then as long as the shape key is named correctly?

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For example, My other avatar, as a face rig (like the armature rig for movements) where the bones control the values of the shape keys. Was that pointless?

prime iron
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How can I change the default face expression of my avatar when no mouth movements are happening etc in unity? (there is premade visemes)

violet moss
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Shape keys are not controlled by bone.

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I recommend looking up a blender tutorial on shape keys

dim stratus
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I did, and the one I chose showed how to connect a bone to a shape key through drivers. Where the position of the bone controlled the position of the shape key. So I know how to make a shape key. What I want to know is how do I interact with the shape key through mesh renderer. Most videos mention skinned mesh renders, but not normal mesh renders.

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However it is nice to know that the bone part here is pointless. So I don't need to waste my time with it.

signal dove
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How do I make an animation loop?

dim stratus
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Ok, I now understand what on earth I was doing wrong. I hope...

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Yep, solved it.

signal dove
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Okay nevermind, I have the loop

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Now how do I make it actually use the cycle offset?

north pendant
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I've never seen a looped animation not use the cycle offset

signal dove
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What kind of value do I need to enter? Can I copy and paste it from the dope sheet?

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Okay, I think I see. 2:05 = 2.05?

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Oh, cycle offset isn't even what I want. I want to specify a loop region

latent jackal
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so when i sit in a chair, my avatar is standing straight up

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what animation slot do i put a sitting animation in?

clear yew
north pendant
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Hey guys, I've been playing around some more with dynamic bones, and made an avatar like the worm where you control the head and the rest of the body follows. Is there a way for the rest of the body to follow exactly with the head's movements? I'm pretty close with 1 damping and 0 everything else, but if I make a 180 and head straight, the curve pulls in a little. I'm looking for exact path following

ashen gulch
#

Lol not that kind of animation

prime iron
#

How do you change the transforms in an animation from absolute to relative (to the root position)?

tender kelp
#

uhhm hello, I am breaking my head here trying to know how to make a particle system shoot only one particle each time its activated without deleting the previous particle, it's probably something really easy, anybody that might know? ._.?

clear yew
#

iirc the particle should be set to world space to do that. But then you'll have to add a constraint to make the particle follow whatever you're aiming with

#

you also need the particle system to be active at all time

#

and activate the emission module instead

#

probably with the burst setting

tender kelp
#

oh yeah I found out how, just setting the rate over time to 0 and adding a burst with one cycle did it thaaanks

tender kelp
#

hmmm, It throws one burst each time it's activated, which is what I wanted, but I'd like to know if there is a way of shooting something once lets say you use a gesture, and everytime you use that gesture shoots another burst without making the previous burst dissapear, is that possible?

clear yew
#

i explained how

tender kelp
#

I turned off the emission with an animation and on agani but the particles didn't restart, so it didn't shoot again and uhh I kinda feel this is impossible?

proper hedge
#

it's possible. the easiest way is to make one particle subemit another one on death, then drag the child particle system out of the hierarchy of the parent

#

then give the first one a short lifetime or otherwise kill it

#

or have it subemit on birth and enable/disable it

proud monolith
#

is there a way to have a sound play using the onavatarhit trigger when placed on my avatar. for instance it plays a slap sound when my hand passes through another avatar.

#

or is it easier to just make an animation and time it myself

violet moss
#

I’m pretty sure triggers are only for worlds

#

93% sure of that

proud monolith
#

so is making an animation and just timing it myself the only way for something like that?

violet moss
#

There might be some shader craziness that can be done to feed back into an animation that could trigger a sound but I don’t think it’s possible

proud monolith
#

ok thanks

digital comet
#

maybe with a collider?

clear yew
#

how do you play Vrchat with other people

north pendant
#

I have two audio sources both configured exactly the same, both MP3's configured exactly the same, both animated exactly the same (enable gameobject with audio source on gesture, disable otherwise). Only one of them works. I'm stumped. Any ideas on how to resolve this?

#

For the record, the one that works is strictly an audio gesture. The other has a transform associated with it, and the transform moves, so I know the gesture itself animates.

violet moss
#

Do they have identical gameobject names as well as parents?

#

otherwise the animation will only work on one of them

#

since the animation property contains the path from animator to what it's animating

#

need to make an second animation, or add another animation property to the existing animation, if it's in a separate gameobject path

north pendant
#

Different names, so they're different paths. The bad one works in unity

#

I can't find a single difference. Super weird

#

All things considered, I would expect the 15 minute audio clip to be the one that doesn't work, but it's the 3 second one

#

Come to think of it, I might have copied the spatial audio script from one object to the other. It's very possible that created some bad references in the copied one. I'm gonna recreate them individually and see if that's it

#

Nope, still broken 🙂

violet moss
#

There is no audio length limit.

#

Hard to say. Take pictures of both game object inspectors, full panel

north pendant
#

I mostly meant I would expect one to work over the other given otherwise identical circumstances if there was any sort of loading issue with the longer audio

#

Heirarchy (both Audio objects enabled, parents are enabled by animations). I've also tried just putting the Audio sources on RayquazaCry and RayquazaTheme, failed the same way

violet moss
#

Can you show the transform compotent as well. And all the game object settings above it?

#

I find the problem is almost always carefully cropped out of pictures

#

The whole unity window wouldn’t hurt honestly

north pendant
#

Sorry, already send the first one when you said that 😂

#

Both the parents are 0 translation/rotation 1 scale

#

There are no other gameobject settings above that, everything all the way up to the base avatar is just rig transform

north pendant
#

For the sake of completeness, these are the import settings for the MP3 themselves

magic vessel
#

I'm making a world and haven't done avatar animations before. Are there any basic guides showing how to make avatars perform a custom animation with world triggers?

serene panther
#

Does anybody have a problem with the screen overlay Shader when i use it in vrchat on pc it looks great but when im in vr playing when I see something in one eye I see something else in the other eye

#

Its not together

craggy dirge
#

Did you make the shader yourself or is it downloaded from somewhere?

serene panther
#

Downloaded

#

Its from rireal

craggy dirge
#

Then I would recommend looking for another shader

#

There's quite a few shaders that are not VR compatible and to fix it, you would need to change the shader code

serene panther
#

Ok well try that

#

Thanks

flint ivy
#

Question! Is it possible to edit an animation's keyframes as its animating? (Seeing the timeline play as its playing and pausing/editing it in playmode for example)
Please @flint ivy when replying, thank you!

north pendant
#

In unity, yes. In game, no. It's generally not good practice to edit something while it's running anyways

#

@flint ivy

random sorrel
#

could someone help me learn how to do some basic animations in unity?

plain plinth
#

I need help. So I'm trying to make a little animation for the meme "oh my fucking god optimus prime" where i have a truck coming at me. The truck coming at me is working fine i managed to do that but there's 2 things that are not working. First of all the animation loops and because of that it stops syncing with the audio and the truck as well as a body (just another avatar) that i have on the ground in front of me are following my head movement. So here's my question, how do i make it work without it looping and not make it follow my head?

violet moss
#

If you want the sound to start over, near the end of the animation; turn the sound off.

plain plinth
#

Hm alright. But how do i make it not loop? Do I just deactivate the "Loop Time" option on the animation file?

violet moss
#

Yep, assuming you didn’t directly put the animation on a gesture override. Those are forced to loop.

plain plinth
#

is this what you mean by overriding the gesture?

violet moss
#

Yes. Animations put in the override you can’t control if they loop or not

plain plinth
#

Deng

violet moss
#

Hand pose slots should be 2 frames at the most. Longer animations should be triggered indirectly by using those 2 frames to activate a separate animator that plays a longer animation. Then it can loop or not loop, up to you

plain plinth
#

Ooooh

#

I see

#

I've never worked with a separate animator

#

Guess I'll try that

violet moss
#

For just playing a single animation it’s pretty straightforward but you have a lot more options for stringing animations together and blending them etc.

#

The only downside is you’ll have to target the animation for some game object other than your top level gameobect. (The one containing the descriptor). Because a game object can’t contain more than one animator component

plain plinth
#

huh, alright. I'll try fixing it then and thank you

ivory laurel
#

Hello! A small question, I'm familiar with making objects appear and disappear in animations, but usually I "hold" the items, how would I go around just literally "spawning" and just leaving it in one place?

#

A small example: Spawning a desk and being able to move around it, without my avatar's movement affecting its place on the map?

north pendant
#

You can accomplish this by constraining your object to your avatar halfway, in a sense. Lin made a really good prefab package to accomplish this, you can see how to use it and download it here: 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.

...

▶ Play video
ivory laurel
#

Will look at it right away, thanks chief!

forest cloud
#

Oh yeah I’m having issues with my override. It’s sticking the hand into the clawed position

#

Or both hands into a clawed position, actually

#

Is there any way to make my animation override still preserve my old hand movements? Or will I have to add a muscle editor or something?

clear yew
#

Just add keyframes to make the hand gesture you want to do. It's doing it because there is no animation set for the hands to do. It's easy with muscle animation editor. Otherwise the next easiest would be to copy paste frames from another working hand animation.

forest cloud
#

Ohhh god okay haha

#

Okay other question is, how do I make it work on both the left and right hands?

#

Cause the avatar controller template seems to havd it bound to both, is there like, a file somewhere so it’s both hands or something ?

clear yew
#

Same process, just for the other hand. Muscle animation editor has a mirror button. Otherwise copy and paste from an existing animation that does it for both hands.

forest cloud
#

Got it! I may search for one that lets it work on both hands

#

I just don’t want to point with one hand for a gesture and then it happens to both hands , or the wrong one, etc

clear yew
#

Generally you should be fine. The other hand tends not to be effected by animations until you do the gesture on it from what I've noticed. I haven't confirmed entirely though

forest cloud
#

Oh neat!

#

God this is so much lmfao
I’m gonna see if I can rip the override controller and some of the hand positions from another avatar I purchased

#

Omg it totally works, awesome! I just hit “add property: and stuck my blendshape on along with it

hybrid drift
#

Is VRSDK3 the same as Avatar 3.0 or are they two different things?

clear yew
#

VRCSDK3 introduced Udon which is what makes it different. Generally it is considered Avatars 3.0 will be on SDK3 but it is currently not on there yet

violet moss
#

Avatar 3.0 is a feature that will be an update to SDK3. Right now SDK3 is only for worlds

snow prawn
#

gesture animating isnt working well for me

#

can anyone help me with it?

#

avatar usually breaks or is in the floor

#

only 1 frame anis work

#

(obviously)

clever plover
#

You have to use 1 frame animations on gestures.

snow prawn
#

there is a bypass

#

but i think

#

my avatar doesnt work with it

#

its kinda broken

#

but works

#

i have an idea

#

it may work

#

brb

#

yeah i do think i know why

#

i was using a broken emote

#

you can convert emotes into 1 frame animations

#

which tricks vrchat

#

or atleast it tricks unity

#

not really sure

flint ivy
#

thank you for the feedback @north pendant !
The reason why I want to edit the animation timeline as its playing is because I'm trying to make it sync up with music by hand, so it's a lot slower when you're having to reset playmode to check every time if a keyframe hits the right note.

snow prawn
#

sick

#

so it can be a gesture now

dapper tide
ashen gulch
#

i wasnt aware you could have different gestures on each hand

clear yew
#

you can't anymore so that animator is useless now

nimble ridge
#

😔 rip custom animators

dark cypress
#

Hello, I have an animal attached to the head of my character, it's generic rig and I've animated it to have an idle animation. It works fine in unity but when uploaded to vrchat, the animation doesn't play, am I able to get it to play?

Edit: It does work, it's just I'm dum and forgot that the mirror still culls animations if not looking at them directly

proper knoll
#

I'm completely new to modelling and avatar development for VRC and so on. Therefor I'm sorry if this is a dumb question but do I need to define animations beforhand eg. in blender? And is the object automatically getting an animator controller assigned afterwards?

digital comet
#

@proper knoll you do animations in unity. if you put an animation on a gameobject it automatically gets an animator.

proper knoll
#

ok, thx

north pendant
#

There is a way to export animations with your model from blender, but it's easier to animate in unity anyways

odd latch
#

I use an animation to switch constraint source to an empty root on my head bone
I moved the empty root away from the head itself so the object doesn't block my view
it shows fine on Unity, but in-game, the object zeroes in on the head and blocks my view, instead of the empty root that is not inside my head

#

I don't have VR, so I constraint my projectile emitters to my head so I can aim

umbral kraken
#

his is kinda a dumb question and idk where to ask, but how would I go about having a fan that actually rotates?
like, what'd be the process?

nimble ridge
#

either have the fan blades as a child of the fan, or have the blades weight painted to a bone and rotate that

umbral kraken
#

@nimble ridge thank you

#

!

nimble ridge
#

👌

little elk
#

Do you guys know what the thing is called to hold a prop in its position using gestures?

north pendant
#

You referring to parent constraints?

little elk
#

Think so yeah

regal acorn
#

OK folks so with all of you help I have been able to get this far with this avatar and I hope to take it further. As you can tell I made a Jojo standd like avatar but it is missing one thing which is having the stand come to the front and punch like crazy. I am not sure about the order of operations at this point adn want a little bit a guidance. Even it its a video to look at would be great or what kind of componants to look into. Any input would be great! Thank you.

#

make the stnad appear up front i think i got down its jsut the animating part is where I am lost

clear yew
#

alright so i try to learn how to animate a knife to hand and after i have done that i apply the animation to the gesture when am gonna build and publish its says this

#

the animation

#

i solved it i just did a 1 simple mistake

jovial night
#

I need help making my own walk and sitting animation. can anyone help me out or point me to a good tut. message me.

ivory laurel
#

Made a couple of avatars with chairs back in the days, but now the way to make them work seems to be different, does anyone have a recent video/guide on how to add working chairs to characters?

indigo aurora
#

does anyone know how to reset the position of a rigid body object that is stationary even when i move my avatar so when i activate the gesture again it will stay in a new position and not in the previous position that i activated it in?

little elk
#

Do you guys know how to work with shaders in a animation??

#

I need some help with it im noob

magic vessel
#

Please, can anyone tell me how to make players take on custom animations in a station?

slim olive
#

Hello guys
i'm working on a new avatar

I added a bag to the avatar and thought about using shape keys to show/hide it, which works perfectly fine (i'm getting better! :D)
Now, in Unity, I wanna do a ON/OFF bag emote. I looked a bit on the net and I see people using ON/OFF on GameObjects (which doesn't work for me cause it is shape keys).

How can I make it work ?

TL;DR
How to ON/OFF emote on shape keys

clear yew
#

Same concept, just this time the animation changes the shape key's value.

slim olive
#

I didn't find the right concept then

clear yew
#

What's your setup? A shape key that turns off the bag?

slim olive
#

i'll look further, is it something to do with the animators ?

clear yew
#

It's nothing special, it's the same thing as a normal animation.

slim olive
#

Yes, there is a shape key that controls position and scale of the bag

clear yew
#

Then in your animation that turns off the bag, make it change the shape key value to turn off the bag,

slim olive
#

i did that, but if i make it 2 frames long for example, it will stop when i move right ?

#

and i did with using 1 frame long, character goes to bicycle pose, with the bag OFF and then goes back

clear yew
#

Whether they stay or not when you move mostly depends on your controller.
So you want it to toggle?

slim olive
#

yes, a toggle emote controlling a shape key

clear yew
#

I don't think any inventory systems currently work with blendshapes to be honest. Avatars 3.0 will fix that issue

#

At least not in a way that doesn't require breaking your prefab

slim olive
#

alright, thanks for your help !
if anyone have an idea, please let me know 🙂

#

i'll look into it further, maybe there is some secret recipe we didn't tried before

clear yew
#

If you want it to toggle it'll be easier to go down the separate gameobject mesh road sadly.

slim olive
#

Wow

#

really

nimble ridge
#

you might want to avoid saying that website name

slim olive
#

oh.

#

OOOooh

#

okay haha

#

I was changing all of the words

#

well, anyone knows a good place to get animations ?

nimble ridge
#

hm, try mixamo

slim olive
#

well, i did and found good anim but they're in fbx form

#

and idk if importing in mixamo my avatar will work

#

will try anyway but maybe someone knows a good place to get the actual .anim files

nimble ridge
#

yeah, you can download it without a mesh, just the skeleton and animation, than you can use it in unity

slim olive
#

yes, but how do i extract the animation to apply it to my avatar ?

#

if it's possible

nimble ridge
slim olive
#

oh.

#

well i'll try now, thanks

nimble ridge
#

no problemo, that's what blender does 👌

slim olive
#

i'm getting hips error thingy

clear yew
#

guys how do i add a simple gun to my avatar

nimble ridge
#

using tutorials

clear yew
#

Does anyone know how to make a object move with out it following your head, and I'm trying to make the object move as well.

merry drift
#

howdy, I'm new to making anything with unity and I'm trying to add finger writing to an avatar with snail marker, but whenever I try to "do everything" for the trailsource I only get Ink, I have found people with similar issues but no answers, anyone have any idea why this might be happening?

digital comet
#

"do everything" also creates two animations and one animator. you should try and find them. the searchbar is usefull there. look for "draw" and "erase"

merry drift
#

I am aware, the problem is "Do Everything" is not creating said files, only ink

digital comet
#

its been a while since I've done that, but it creates them somewhere else if I am correct

merry drift
#

I've tried searching for the files manually and with the searchbar, neither has yielded anything

clear yew
#

does anyone know how to make a object stay in place while it moves?

north pendant
#

stay in place

while it moves

?

clear yew
#

yea

#

So lets say

#

When my head moves

#

the object moves

#

while its coming towards me

north pendant
#

sounds about right

fossil aurora
#

Let me try to word this better, This person wants (from my understanding) to be able to freely move without impacting an animation of an object, like a train passing by , as an extreme example.

north pendant
#

pretty easy. just don't constrain or parent your object to your head

clear yew
#

Yes

#

But its not parented to my head thats the thing

north pendant
#

then why does it move?

sullen lance
#

Might be because it is outside of armature?

void sandal
#

so i converted a .mdl from gmod, should i mount the animations for it in blender or unity?

north pendant
#

my favorite guessing game tbh @sullen lance

wispy igloo
#

.

proper hedge
#

@clear yew you want to be able to animate something without it moving along with your avatar right

quartz vigil
#

hey guys, i made an animation clip thats 0.05 s long that switches a material on my avatar and nothing else. when i play it in unity is plays constant, just switching the material and it stays. in game it switches the material for a second and immediately goes back to original material. how can i make it stay?

cold pulsar
#

Usually by disabling the animator, is this on a gesture? Might be easier doing it with an inventory system with the animator above the body or something like that

quartz vigil
#

i put it as an emote

cold pulsar
#

You can look into toggle props or xiexe's inventory system then

quartz vigil
#

im not sure what you mean by disabling the animator? and ok i'll check that out, thank you!

cold pulsar
#

Disabling the animator is done via a special keyframe, I know xiexe's inventory system does things automatically but doing all this with you main mesh will probably break visemes so you may want to separate things out

proper hedge
#

Disabling the animator won't make a material change persist. You must either do a mesh swap or keep an animator enabled to animate the change and persist it

cold pulsar
#

Yeah I avoid material changes as they are finicky imo

north pendant
#

Unless you do some voodoo with behavior keyframes, your avatar will always return to its original state when it's done with an animation, whether it's an emote or a gesture

quartz vigil
#

i would just like it to toggle exactly like the inventory system but only for material swap, i already have 3 meshes on my avatar, dont wanna split it even more...

blissful viper
#

hey guys not sure if this is the right place for my question, but I would really like to be able to toggle clothes with an emote. Im trying to use VRCInventorySystem and i have already seperated the clothing i want to hide as a seperate mesh, but it doesnt seem to be working with the invetory system i downloaded. Any advice guys?

north pendant
#

Big ERP vibes

vestal river
#

hello im trying to make a emote with 3 of the same avatar in red blue and green as shown in the pic but iv tryed looking it up and did some trail and error and got no where anyone know how to do this?

north pendant
#

Be mindful that looking at your avatar through an occlusion zone will almost definitely remove togglable clothing

#

@vestal river what are you struggling with? Maintaining a consistent base avatar? Changing the colors? Uploading them?

vestal river
#

1 & 2

#

i dont know how to change the color of a copyed avatar in one scene

#

or how to set the 2 & 3 avatar to only appear during the emote

north pendant
#

You could duplicate the avatar and materials, and change the colors you want to change. I don't know of a way to just set a color once and toggle several different shader properties without scripting

#

Whatever the case, that's a surefire way to do it

vestal river
#

still leaves out the toggling of the avatar in and out of view when a emote is triggerd

north pendant
#

Enable/disable body mesh

sick lotus
#

Im trying to animate morgana. it has a non humanoid avatar rig. very confused on how to go about making my own animation as im only used to 2d animation. also read up in chat and saw that generic avatars were broken anywho, are they still broken? I was wanting to add my own walk and idle animations. Any suggestions would be much appreciated :>

vestal river
#

is there a quick way to copy over the dynamic bones?

#

cuz there gone

#

on blue & green

#

nvm figered it out

#

ok so now how do i set it up to where Blue and Green only appear during a emote? [note i dont want them to appear if i move my hands from open to close if that makes sense]

north pendant
#

Not much you can do about that, vrc transitions between states when transitioning between gestures

#

You're gonna get a couple frames of scuff

#

Still not sure if that's what you're asking anyways, your questions have been super vague

vestal river
#

sorry

#

im not the best when it comes to asking in detail

#

so it dident work
what i ment is i want Blue and Green to appear only when useing these emotes

#

they did not appear when useing the emotes

#

iv seen many avatars with this

#

this might sound better how to i set the emotes to activate the 2 and 3 avatar

north pendant
#

enable the body mesh you want to see and disable the ones you don't want to see on the gesture you want to activate them on

#

If you mean to enable/disable them with an inventory system, that's a bit trickier

vestal river
#

i want to see/spawn avatar 2 and 3 for the time in witch a emote i toggled from that screen runs

#

and i dont know what a inventory system is/i dont know if thats what im looking for

#

this is what i mean

#

pic 1 emote not triggered pic 2 emote triggered

north pendant
#

Googling something is a good way of learning about something you don't know

vestal river
#

IV TRYED

north pendant
vestal river
#

do i need to use the inventory system to do this?

north pendant
#

You need to understand how inventory systems work to understand how avatar states can be toggled

vestal river
#

ok now were making progress agein XD

#

ill be back going to watch some vids

north pendant
#

By extension, you'll get to understanding how animators work, and the drawbacks and such

vestal river
#

-_-

#

from my understanding this works for objects not avatars

#

i don't think i can set a avatar like that and keep the dynamic bones working ill give it a shot but idk

north pendant
#

It works the exact same way. Constrain each bone of the rig to your main avatar

vestal river
#

it makes new Animations that act as a toggle example EM1 toggle all on EM2 toggle all off
what i want to do is have one toggle like a base emote with sound that plays then shuts off/toggles off when done. but i want that emote to spawn the other 2 avatars and play the animation on all 3
i dont see a way to do that in any of the vids iv found

north pendant
#

Oh that's easy. Just rotation constrain your rigs to your main avatar, position constrain them with offset from your main avatar, then animate your main avatar

vestal river
#

wat?

#

im cinda understanding but im still lost at the same time

#

mind if i VC with you on this?

#

i bad at discussing this kind of stuff with text

north pendant
#

You could also animate one avatar and copy the keyframes to the other two

#

So many ways to go about it

#

This isn't really a complicated ask, and I get the idea you're asking for something different than the 5 or 6 things you've already described

vestal river
#

i just want my 3 avatars to dance in sinc to a song all in one push of a emote butten

#

like iv seen on many avatars iv used thru out all my time on VRchat

#

i want green and blue to spawn only for emotes and to disappear after the emote is done

#

iv never done this before today before that about 2 to 4 years ago i learned how to add custom emotes and sound for those emotes to one butten on the emote screen
and now im trying to add more avatars to those single emotes

#

iv been trying to do this for 5 hours now and i feel like im back to square 1 and its frustrating

north pendant
#

It really shouldn't be. I told you how to accomplish every part of what you want to do, and in some cases multiple ways of doing it

#

You have your 3 avatars, you know how to animate one of them, you know how to make each one appear/disappear, you know that everything returns to original state after an animation is done unless you use behavior keyframes, you know you can copy animation keyframes between avatars

#

All you have to do is put that together

#

Otherwise, you're putting yourself at square one honestly

vestal river
#

"you know how to make each one appear/disappear"
this i dont know how to make the blue & green appear at the start of the animation and disappear at the end
i know it can be done but i dont know how

north pendant
#

Disable the body mesh by default, enable it in the animation

vestal river
#

and sorry if i missing the obvious

north pendant
#

You could also just disable the 2 other avatars entirely, and animate them on wake

vestal river
#

this sounds better
Disable the body mesh by default, enable it in the animation

#

do i need to have blue & green inside red's hierarchy to do that?

#

this part
enable it in the animation

north pendant
#

Your avatar can only load things if those things are contained within the object that has the avatar descriptor, so yes

vestal river
#

i add these to enable the body mesh right?

north pendant
#

body mesh

Body > Is Active

vestal river
#

so when green & blue are in red's hierarchy red loeses all animation essentially T-pose's

vestal river
#

still broken

north pendant
#

well, how are you animating them?

vestal river
#

i need to take a break cuz its all broken i had to revert to a back up because when i put blue and green in reds H and hit play it crashed unity i reloaded it and blue and green reverted to base texter colors and where all kinds of broken

#

ill attack this agein tommaro

covert sparrow
#

im not quite sure if this is the right room for it, im sorry if its not-! But i was just wondering if anybody could help me with this? All of my effects textures on every avatar ive created suddenly have a black or white box around it. this has literally never been an issue before, it's just...suddenly started happening?

#

They used to have the proper transparent blush effect but now come up as these solid squares

vestal river
#

check the shadier for it could have reverted to a unity backup

#

if thats not it i cant help you sorry

north pendant
#

Go to the texture file settings, check Alpha is Transparency. Chances are your texture has alpha that is being rendered as greyscale

fast hill
#

Morning everyone! I'd like to know if there's a way to create a multy layer animation? what I mean by that: I've already seen that there are certain avatars out there where certain animations only triggered when others are active (for example the weapon only shoots if the gun has been equipped already) But I'd like to go one level deeper now, so activate animation A, then activate B, which then in turn would hold A so C can be activated on top of it. I'm mainly asking because there normally are only so many gestures you can press... ^^

odd latch
#

so I know how to toggle objects in worldspace, but I'm now wondering how to control the rotation of the object
for now, I just want to spawn an object that's pointing up or down based on my head bone/where I'm looking at, and lock it in place
how do I go about in doing this?

proper hedge
#

Under the worldSpace object is a Container, it has a parent constraint

#

If you want the object to appear with a certain transform, use that parent constraint by giving it a different source. The object should appear in world at the position and rotation of that source

#

@odd latch

odd latch
#

oh, you're talking about vr labs prefab
thank you very much

lime slate
#

Hey i was wondering how do you make soundclips on an avatar local

clear yew
#

is there way of having it so in the animation u can see where audio is at so its easier to sync animation with the audio

#

im bad at explaining

north pendant
#

Does a spatial blend like this translate well to VRC? I changed this pretty recently and haven't heard much of a difference, but I'm not 100% sure since I'm right next to the audio source at all times anyways

clear yew
#

Not sure if this goes here.. Though I have been trying to get a gesture animation done for the arm extending (simply moving the hand bone forward) Though it keeps resetting itself back and the values dont change, can this be done or is it not possible?

blissful arrow
#

anyone got any advice how to stop a blinking light animation going of when its not needed?

odd latch
#

@lime slate put the audio source under the headbone, behind the eyes, and between your avatar's ears, right inside your avatar's head and make the max distance very small; be sure to set spatial blend to 3D, any spatial blend below the value of 1 will be heard in the entire map

north pendant
#

You can spatial blend based on distance in the spatial curve though right?

odd latch
#

I haven't modified the spatial curve based on distance
what are you trying to apply it for?

#

put your audio source on a world space prop so you can test it
that is an interesting modifier, spatial blend over distance might fine tune audio, it might not
it might give the audio a volumetric feeling when you're closer instead of coming from a point that keeps moving

north pendant
#

Yeah that's what i'm going for. works great in unity, just not sure about it translating to vrchat

#

Might have to try it out later

#

In any case, it sounds 3d as a fallback, which is fine. I'm way more concerned with the other audio source that just straight up doesn't work 😂

analog cedar
#

Does anyone know what this means? I've done what I'm doing loads of times but I haven't seen this before.

hybrid steppe
#

it means that animation is not made for that avatar

analog cedar
#

I made a brand new animation for the avatar though, and it does the same thing

#

I can do anything with everything else on the avatar, just not this one piece

#

It was because I put a "/" in it.

acoustic ginkgo
#

@quick ermine me and my friend have been trying to reach you regarding the Sword and Shield Avatar you created called "Gloria 4.0.5 in the Galarmine map" we were wondering how you were able to add blinking and eye tracking to the avatar even though the models from the game don't really allow that.

fathom bloom
#

I created an animation clip in Unity and set some properties I wanted to animate, but when I hit Play just to make sure my avatar is standing normally, that animation clip is playing over and over. Anyone know why?

#

I bound it to a specific gesture in the GestureOverride, but even before then it was doing it

#

Did I have to duplicate the avatar just to add another anim?

fathom bloom
#

also now my avatar is not in a T-pose, but stuck in a weird hunched pose

odd latch
#

you did everything wrong, I recommend that you watch vids on youtube on how to make gesture overrides for vrchat

fathom bloom
#

I made two previous animated clips which worked fine, following a tutorial. "You did everything wrong" isn't accurate or helpful

#

How about if you can identify what I did wrong you describe it?

odd latch
#

ok, is the animation clip more than two frames?

fathom bloom
#

yeah, something like 40

odd latch
#

there, you can't put that on a gesture slot, you can put it on an emote, sure, but since you mentioned gesture, I assumed you mean stuff like rocknroll, victory, handgun, etc

fathom bloom
#

2 frames, in a gesture slot

odd latch
#

also, for the looping issue, highlight the anim file on your assets window and turn off loop on the inspector window

#

you said the animation clip is 40 frames, you can't put that on a gesture slot

fathom bloom
#

I said something like 40. I've tried short ones, too. What's the upper limit? Even when I tried it as one frame it'd instantly play, but the other ones never instantly played. Like, it considered it a default anim to apply to the avatar even before I set it in the gesture overrider

odd latch
#

emotes have a 60 second limit, that's 3600 frames
where exactly did you put your animation? what's the slot name

fathom bloom
#

I didn't put it anywhere when I encountered the issue I described above. I put it in ROCKNROLL for one attempt with no change in behavior. It's like it's instantly deciding to play this animation no matter what.

Also is it not indicating something is wrong by my avatar no longer being in T-pose?

#

it's almost like I have to deselect this animation mode

odd latch
#

you might have to start from scratch if you can't get your original avatar out of T-pose, I mean re-import the avatar prefab into the scene

fathom bloom
#

damn, I was afraid of that

#

I suppose that's why you're supposed to make a duplicate

odd latch
#

duplicate, yes

fathom bloom
#

which I had done with the previous two clips, but forgot

odd latch
#

you could try reloading a scene save file and see if it's before the model got stuck in t-pose

fathom bloom
#

It's the opposite actually, it's stuck in that hunched-over pose that seems to happen when you start editing animations

odd latch
#

so, when you turn off preview animation, it's back in t-pose?

fathom bloom
#

a screenshot might be clearer; I'm not sure if I've even ended previewing the animation. Just clicking away from the animation clip in the Project or Hierarchy doesn't change it

fast hill
#

I will just repost my question since it might have been overlooked with the flood of other requests: I'd like to know if there's a way to create a "multi layer animation"? what I mean by that: I've already seen that there are certain avatars out there where certain animations only triggered when others are active (for example the weapon only shoots if the gun has been equipped already) But I'd like to go one level deeper now, so activate animation A, then activate B, which then in turn would hold A so C can be activated on top of it. I'm mainly asking because there normally are only so many gestures you can press... ^^

next zinc
#

is there any way to slow down an animation? 1 second is a bit fast for the loop i'm making

fast hill
#

yes, withing the timing area (which you see in the screenshot plasmafox postet a bit higher up)
Just place the points a bit further apart from each other, which will slow down the animation, since the different steps of movement get more delayed @next zinc

next zinc
#

ah, couldn't see more of the timeline so i thought 1s was the limit

#

didn't think about dragging a key past the edge

magic vessel
#

How do you animate an avatar in unity?

cloud bear
#

First, my hand/finger gestures worked fine in game, but my animations nor emotions manifested. Now that I've put CustomOverride into the VRCDescriptor, the emotions work, but the finger/hand gestures don't.
What do I do?

north pendant
#

@magic vessel bruh you ever consider looking up a tutorial before coming here with the most vague ass fundamental question this channel is made for

#

@cloud bear not sure what you mean. They worked fine before, but now they don't? What did you change?

cloud bear
#

I basically switched the order around but I can't get both, lul.

#

My hand gestures like point, open palm, etc worked at first, but with no animations or anything

#

Now the emotions/animations work, but my hands do not change from the default position

north pendant
#

You have to override your hand positions in gesture overrides. Otherwise they default to idle

cloud bear
#

What I did was put my CustomOverride into vrc descriptor as my Custom Standing Animation

#

oh hmm I'll check

north pendant
#

If you don't override a gesture, it defaults to a form of whatever that gesture is, so you're not forced to override all of them

cloud bear
#

Hmmmm alright so... I tried a few things

#

I've filled in Custom Override in the boxes that seem to control it

#

My hand also doesn't close when I try to make a fist, but it does trigger the appropriate emotion I filled it in with

#

Oh, I forgot to mention, before I put it into VRC Avatar Descriptor, the gestures (point, wave, thumbs up etc) worked, but without the facial expressions...

#

So now I'm glad the faces work, but the hand gestures don't.

neat crest
#

does anyone know anything about importing animations into shapekeys

#

or mirroring a shapekey onto two identical meshes?

magic vessel
#

@magic vessel bruh you ever consider looking up a tutorial before coming here with the most vague ass fundamental question this channel is made for
@north pendant I can't explain to you how much I tried to look it up, but I have found zero tutorials on this simplest bleeding topic! It's all about importing animations or animating control values and such. But nothing about animating avatars in unity! This is why I am here! Because no one else can tell me! NO ONE!

fast hill
#

I'll send you one, which was literally nr 2 on youtube when I searched for "vrchat animation tutorial", which is literally the baseline creating an animation from scratch @magic vessel and if that's not what you search for, then you'd need to rephrase the question to be more specific

#

btw... if anyone would have the time to maybe check my question I've sent 5 hours ago? wold help me a lot :)

cloud bear
#

Wtf I opened animation or something with muscle animation, but it completely replaced my project? All my work is gone?

#

Closing and reopening didn't work

proper hedge
#

@fast hill in order to use gestures like that you need to do state management. you need to persist animated states with animators, in such a way that using the gestures in a certain combination animates the particular thing you want

#

it's hard to deal with animators in avatar 2.0

#

avatar 3.0 is soon, if all you want is more stuff on your avatar i recommend using a touch based inventory, which is easier to deal with

#

assuming you're using vr

fast hill
#

Might have to read myself into the touch based inventory then, thanks for the tip, because yup, using VR
The initial plan here is to have a first animation which triggers some form of shader change, step two would be the drawing of an object, and the third step which I'm looking for how to achieve it would be to then have a second object appear, while gesture one is still kept in place , whereas the same process chan't be done the other way around, so that I can't start at stage 3 or 2 ^^
but yep, I guess touch based might be a good alternative until 3.0 is here, and then I'll see what's possible there
Thanks for the help tho @proper hedge

mystic spindle
#

hey guys, for some reasons mixamo animations just won't work, i'm trying literally everything. but everytime i apply the animation to my model it just goes into t pose. can anyone help me?

vast walrus
#

Hello.
I would like to know how I can make my Avatar animated.

#

What buttons and options do I need?

clear yew
#

is there a way to make animations via the emote menu last forever?

#

looping the time does nothing

magic harbor
#

Hm. So, simply.. what are you trying to do?
Got any pics to share to clarify?

clear yew
#

you know the animation menu in game that you can do emotes from?

magic harbor
#

Yes.

clear yew
#

i want a sleeping animation emote that doesn't end unless i move

#

my quarter working solution was to set the time as high as possible but the emote still ends around 2 minutes

magic harbor
#

I see. Hm.. could you just use a prone idle pose instead of the emote menu?

clear yew
#

game doesn't like it if you have hands

#

only works for desktop users

magic harbor
#

oh, for vr. hm.. ya.

#

I'm afraid I do not know, sorry. >.< Hopefully someone more informed stumbles around here soon. Good luck!

clear yew
#

thanks anyway

violet moss
#

It’s not possible to do infinite emotes yet. It will likely be possible when avatars are added to SDK3

clear yew
#

damn

sullen lance
#

I have an avatar favorited with an emote that switches model to a generic (non-humanoid) AFK one, which will last as long as I don't use a "reset" emote (which means you can still move with it). I don't know how it's done, but maybe someone could hint at it if this kind of solution would satisfy you @clear yew

fast hill
#

Wouldn't that actually be a perfect situation for a animator inventory? There's a good guide to that together with the needed unitypackage on youtube by RetroGEO @clear yew

violet moss
#

Animating animator’s isActvie property is not intentional unity behavior and may break in the future just fyi

fast hill
#

Yep, I'm aware of that, but I guess it's a somewhat usable workaround until Avatar 3.0 is out?

little elk
#

Do you guys know how to stop an animation on a gesture and make it reset so when i do it again it starts from the start

#

well it keeps going even if i stopped the animation

#

until it gets to the end

proper hedge
#

@violet moss @fast hill behavior.enabled is not going to be removed any time soon. this will work even after 3.0. but, after 3.0, you will have access to animator parameters and it won't matter. so literally do what you want until 3.0 comes out

fast hill
#

Ah good to know, thanks @proper hedge
I will try to give the touch system a try first if I can do with it what I need, else I will need to animate the animator for my speciffic use case

little elk
#

Do you guys know how to stop an animation on a gesture and make it reset so when i do it again it starts from the start
well it keeps going even if i stopped the animation
until it gets to the end

proper hedge
#

use behavior.enabled to start an animator that does the job you want

#

make it enable on release of the gesture

#

animate the state you want

odd latch
#

@little elk animations usually resets when gestures are released, I'm not sure how you set up your animations to continue playing even when the gesture is not held

little elk
#

No its when i accidently hit it it plays but when i stop it mid animation it stops but things that meant to spawn in just spawn in

#

like its still going through the animation @odd latch

odd latch
#

you mean particles keep spawning?

little elk
#

No the props

#

and then its delayed

odd latch
#

how do you start the animations, using the isActive property on an object?

little elk
#

yeah

#

and in the mid it goes away

#

but when i stop it mid animation the prop animations are still playing but not the sounds

#

which is confusing

#

and then when i do play the sounds the are delayed to when they spawn and disappear

#

so i have to reload my avatar

#

its like a 28 second long animation

odd latch
#

emote or gesture?

little elk
#

gesture

#

Ive used avatars that have big animations using gestures but i dont know how?

odd latch
#

which gesture to be specific

little elk
#

any on the touch pad which i used was rocknroll

#

I just need it to go back to the start as soon an i stop it no matter how far it was playing

odd latch
#

that's the issue, animations reset when you release the gesture so I'm confused as to how you set up your gesture animation

little elk
#

its 28 seconds long

odd latch
#

are you working on two animation files? one for the gesture and one for the prop/s?

little elk
#

no all in one place

odd latch
#

ok, that's what you did wrong

#

gestures can only play two frames of animation, you can't put a 28 second long animation on gesture slots

little elk
#

?

#

thats confusing because neko

#

one hand gesture of how long animations

odd latch
#

it is confusing for first timers, you use gestures to activate objects with animations of any duration

little elk
#

Im confused

odd latch
#

what's the prop you're animating and what does it do?

little elk
#

just sits there xD

#

keyframed in and out at some spots

odd latch
#

ok, as an example: let's say you want a music box to play different sounds
you have one animation on the music box that makes it play different sounds
you have another animation on your gesture that spawns the music box

little elk
#

but i want it all in one gesture

#

Thats what i mean i set keyframes all at the spots i want it to come in and out its correct, but i just want it to reset once i let go and press it again

#

or am i able to create a gesture to reset them then be able to play it again

odd latch
#

no, you don't get it, gestures can only have two frames: start frame and end frame to work properly
giving it more than two frames break animations assigned to the gesture
what you do is give the prop the animation, and all your gesture does is enable the prop

#

how did you learn how to spawn props using gestures?

little elk
#

yes

odd latch
#

tutorial in youtube?

little elk
#

no

#

just from learning

#

unless i can do a double gesture

#

but i dont know how to do that

odd latch
#

it's not a double gesture, it's just how vrchat works
dancing animation assigned to object
animation that enables object assigned to gesture

little elk
#

oh

#

but i heard you can do a double gesture tho

cold pulsar
#

You can, but you only need one gesture to enable a gameobject

acoustic ginkgo
#

Do you guys know of anyone I could hire to add a pokeball animation to a S&S avatar?

latent pulsar
#

adding it yourself is pretty easy, at least, making it a prop toggle (my ORAS Maxie avatar has one)

...I’m assuming you meant, like, a throwing animation?

placid sundial
#

hello,, i am just wondering how to properly shrink and position someone who sits on a chair in the hand. i can get the chair working and i can also get them to shrink but when they sit, their model kind of goes crazy. i searched in the discord but haven't found much infos on this kind of thing ;-;... have been messing with it for a day or so and haven't been able to figure it out.

if anyone can point me in the right direction i would much appreciate it! sorry if this is in the wrong channel 🤧

violet moss
#

Sadly you can scale the model, but their view position and worldscale does not shrink. Unless this becomes possible, you can't get what you want to work right.

#

It might be possible if you know the name of their root gameobject ahead of time

#

but then it would only work for avatars named such

placid sundial
#

oh no :( well thank you very much for the reply!

flint ivy
#

Does anyone know if there's some package/asset/addon for unity that lets you use the animation timeline to correspond with a music track? Like to test your animation with music, keyframe by keyframe. Please @flint ivy when replying, thank you!

violet moss
#

@flint ivy You can't actually use this in VRChat, but you can use this to create the animations. Once it's created, you'll have to do the usual thing of triggering the audio at the beginning of an animation. https://www.youtube.com/watch?v=FpFTJK-FHrM

Trigger events based on audio via timeline window and animation window.
Editor playback thanks to keijiro (the real hero)
https://github.com/keijiro/AudioPreviewTrack

▶ Play video
flint ivy
#

Thanks @violet moss ! It should work since I only want to do this to make it easier/faster to animate the keyframes, and then just play the keyframes only in VRChat, as the music plays on a separate object.

sand glacier
#

hi

neat crest
#

i have a few animations that i managed to get to work with the model, but i want to import them into blender and they're seperated from the fbx, is there anything i can do?

flint ivy
#

@violet moss Hmm. I can't seem to do it, since when I edit the animations, it's saved as a .playable which doesn't work on vrchat. What I've been editing was a .playable, not a .anim unfortunately. So right now I'm trying to figure out how to use the audio scrubbing from timeline to work with editing a .anim....

Edit: Nevermind, I saw the .anim within the .playable file and I just CTRL+D'd it to get a copy of it and that worked!

magic kite
#

Hey so I finally got things figured out. I’m using an oculus quest with link and it’s working perfect. I’d like to add a sketch pad onto my character and was wondering if that’d be an animation or other? I want to be able to draw on it using a pencil I make or my finger.

gloomy tendon
#

Hey guys, I'm having a small issue. Basically I have an animation which with a gesture despawns the weapon from a position and spawns it on the hand. The weapon on the hand appears, however to make the other one disappear, I have to do the gesture with both hands. Is there a way to fix this?

proper hedge
#

The same gesture, with both hands?

gloomy tendon
#

yeah

proper hedge
#

Can you screenshot the animation

gloomy tendon
#

Basically on the left is normal, the weapon is sheated. On the right is when I do the gesture with the right hand, the weapon stays on both. To make the sheated one disappear I have to do the gesture with the left hand as well.

north pendant
#

Why don't you remove the weapon from the sheathe on the same gesture that you draw it? Doesn't really make sense to split that

gloomy tendon
#

Because it's supposed to work that way...

#

That's why I asked

proper hedge
#

Screenshot the animation not the avatar

gloomy tendon
#

I have to spam it several times to work with only one hand...at that works sometimes as well

proper hedge
#

nobody can help you without knowing what you are animating

#

you have to show us how you implemented the animation, not the avatar

#

meaning, screenshot the animation clip, and also your hierarchy

gloomy tendon
#

Ah misunderstood

#

Basically I edited the fist animation, Kata off and on are the sheated and in-hand weapon

north pendant
#

You literally asked us to help you "fix" the fact that your gestures separate two parts of an animation that should always go hand in hand 😂

#

Fist enables the hand sword and disables the sheathe sword then? Makes sense

proper hedge
#

is that second keyframe the same value?

#

also, do you have gesture manager?

#

you can test in unity and see what is happening

gloomy tendon
#

In both keyframes I have the same value, even because I can't make the one in 0:01 different than the 0:00.

#

Thanks for this, will test right now

proper hedge
#

what gesture are you using, fist?

gloomy tendon
#

Yes

proper hedge
#

fist has cancer, maybe that has something to do with it

#

fastest thing would be to try a different gesture override

#

see if it's still broken

#

if it is, use gesture manager to debug

#

you just enter play mode, then drag gesture manager into your scene, in that order

#

it's only active in play mode

gloomy tendon
#

ok so with the gesture manager, the animation works as intended

#

May try your second advice, the different gesture

proper hedge
#

do you have any other clips that might be animating the sword btw

gloomy tendon
#

Shouldn't have anything else that interfere with it

proper hedge
#

i think fist does have some weird cancer going on with it

#

like, does the hip sword go away if you do any other gesture with your free hand?

#

or does it have to be fist + fist

gloomy tendon
#

no, the other gestures aren't changing that. if I spam the fist pose, sometimes works as intended, otherwise works 100% if I do fist with both hands

proper hedge
#

yeah i suspect not using fist is the play here

gloomy tendon
#

weirdly handgun doesn't despawn the weapon at all, but might be my fault on this

#

Yup, I just used the fist animation on handgun, it works perfectly fine

#

So lesson learned, never use fist

#

Thank you Lin for your help, and sorry for misunderstanding at the beginning

proper hedge
#

no problem

high rapids
#

is it possible to make generic rigs have gesture controls, or at the very least, a crouch and a prone

north pendant
#

you can always throw it into an empty humanoid rig and animate the empty rig with those

livid gull
north pendant
#

You can't internally map controls within vrchat

ashen gulch
#

f13-20? ive never heard of those ever

proud monolith
#

so i have a stage that i made using cubes in unity that i can spawn with an animation but they cause my avatar and vision to freak out when trying to stand on it. does anyone know how to prevent that

#

is it also possible to have other people stand on it

next zinc
#

anyone have any ideas why gestures (and eye tracking) would stop working after importing and exporting a model with cats in blender? They worked fine before I used blender to change some clothes

next zinc
#

also for some reason it started twitching a facial expression instead of blinking..

ashen gulch
#

the twitching might be because your shapekey order got messed up on reimport, i think just pressing fix model might fix it

clear yew
#

Hello guys I just wanna ask how to make an avatar fly smoothly. I know how to put the invisible box and everything but for some reason whenever I go into VRchat and try to walk or run my character somehow is having a seizure or like spasms. What do I need to do?

#

What I tried so far is make the box bigger and stuff but it's still doing it

gloomy tendon
#

I imported some emotes on my avatar, but I would like to make them loop at least 2-3 times... is there a setting to make it loop for a while or can I only copy-paste to double in duration?

misty dock
#

Hi I'm pretty new and I just wanted to ask what Damping does for Dynamic Bones?

clear yew
#

Where can i find anime avataaaars

glad nebula
#

so let's say I have a gesture that closes my avatars eyes, is there a way to avoid the blinking while the gesture is active?

proper hedge
#

i forget but i think you can either try to override the vrc blinking blend shape

#

or use a blinking animator instead of vrc blinking and disable that

jaunty terrace
#

how do i put animations on a model

north pendant
#

click in the right places

vernal crystal
#

Can someone tell me if there's a way to have a sound (sound effect) play every time a particle spawns? I want to make a hit sound when a projectile collides with a 3D plane. I've got it going so the particle sub-emits on collision no problem, I just need a way to play a sound at the collision every time the subemitter makes a particle.

proper hedge
#

yeah you can do that

#

use an animator to force the particle on every frame, then use stop action disable to cause it to disable on particle death

#

when it re-enables it will play any component set to play on awake, including an audio source

pine temple
ashen gulch
#

just vibin, chilling even

pine temple
#

However in VRChat, these do not move because they are assimilated to the IK of the foot. Is there any way to fix this?

violet moss
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Duplicate all the lower body bones, have the geoemtery weighted to them exactly the same (do not normalize the weights, so their total weight is 2.0), but turn them off in unity. When you want to remove vrchat sIK, disable the humanoid ones and enable your fake bones, which you have animated.

Note: never tested this on a humanoid, only generic, not sure if it still works

pine temple
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Some animations are made for Humanoid. I don't think there is any way to convert them to Bone....

Do you need to rebuild these? I'd like to hear if there's another way to do it.

violet moss
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There are plugins to convert animations from humanoid to generic and the reverse, but I don’t think they are free

pine temple
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What is that name?

violet moss
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Unfortunately I am in my bed at 5 AM under the covers with no access to my PC and I really shouldn’t be looking at my iPad in the first place I think I have an addiction

pine temple
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Oh, you should go to sleep now.

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So yes, I'm still having this problem anyone have think?

lofty crypt
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IS there a way to disable an idle animation from playing with a gesture?

ashen gulch
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wow completely forgot i asked, but neat anyways

vernal crystal
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@proper hedge Hey, thank you!! If I have trouble figuring it out from here, I hope you don't mind me asking you for clarification 🙂

vernal crystal
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@proper hedge I can't get it to work. I really appreciate your help, btw.

  • I got the Disable Stop Action. Is this on all the time, or as part of the animation? EDIT: can't find it in the animator anyways so that answers that.
  • Do I put the animator on the first particle system, the sub emitting particle system, or like a parent game object? (EDIT: tried it on all three, no luck)
  • When I "force the particle every frame", do I just add a single keyframe for "Enable" under the Particle System Renderer"? Do I need two frames like in most VRChat single frame animations?

Here's a picture of my setup.

proper hedge
vernal crystal
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OH!

proper hedge
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go into the basic parts folder for this package

vernal crystal
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You're a god

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I'm doin' it...

proper hedge
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take that basic System prefab, and there should be a Logic object in there

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it has a particle system

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every time Logic particle dies, Container will be enabled

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you can use the trigger module to kill Logic

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or you can make a particle subemit Logic

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here is another example

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basically just try to understand the contents of those packages and you're good

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VRLabs is a design studio for social VR assets with a focus on interaction. VRLabsは、インタラクションに焦点を当てたソーシャルVRアセットのデザインスタジオです。

vernal crystal
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Alrighty, I'm digging. Thank you very much 🙇

proper hedge
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@vernal crystal here is a very low quality and outdated guide for stop action

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it's the only video guide that exists, too bad it's completely shit

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and outdated by my own packages

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enjoy

vernal crystal
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Thank you again!

proper hedge
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joints -> constraints now

high rapids
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How would I go about making an animation that changes control of the hand to something else? I'm wanting the left arm to go prone, as I use that hand to control something that usually floats besides my avatar whenever I hold down a gesture.

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I've seen it done before, but I have no clue how to do it.

celest sigil
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This server is dead. This is the only chat i can see active ppl

ashen gulch
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lol what sample size are you working from? this is by far not the only active channel.

worn tinsel
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Question how do I allow the animation for walk crouch and prone to change after I've done added animations into the vrc descriptor thing? It didn't work only thing worked is emotes and idle.

odd latch
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overriding crouch is finicky and doesn't work properly, or at all
"walk" has a lot of slots for speed and direction, check to see if the custom animation is assigned to the proper slots
overriding prone should work, at least on desktop
does your builder say your avatar does/doesn't have IK enabled because of missing bones?

tacit sky
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does anyone know why my avatar just flies straight up when testing it?

livid gull
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My visemes stop working when I have my emote animations on. Doesn't matter if I have them triggered or not. They will start working again if I upload with an override controller with nothing on it. I don't know why my visemes wont work with animations on the override controller. Please help.

ionic oracle
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I got a question. Just like you can edit the main animations such as making your own walk/idle/strafe animation and replacing the VRChat version, can you add an animation to that same base animator that doesn't exist already?

next zinc
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you can edit the animation to include additional animated movements, so yes

ionic oracle
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Ah I get that you can edit the animations within the main game animator. But I'm wondering if you can edit the actual Animator to add a new animation entirely

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I'm testing right now to see if I can add an extra animation to the base Animator Controller for the whole game so that I can manipulate multiple things at 1 time using 1 animator instead of having multiple animators for each animation for each mesh etc.

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Right now I deleted the ability to emote from the base animator. Gonna see in-game if that's the case

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Welp I can still emote in-game. My guess is that you can't edit the main Animator that VRChat uses. 😦

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I would add an Animator Component to my Avatar prefab, but VRChats Animator is already there so Unity doesn't let me. However, I just added an Animation Component to my Avatar prefab to play my animation and it's doing what I wanted... Gonna look into that! 😋

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nvm 😦

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ah well

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Though I do have a new problem. I've got 1 Skinned Mesh Renderer with 2 Materials on it. When I adjust, for example, the Emission Intensity on 1 Material, it just effects the 1 Material, and the other Material effects the other. But when I try to animate them, they both effect the same intensity on both Materials D;

digital comet
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@livid gull do the visemes not work when animation is played or not working at all?

tulip adder
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Hi, I want to achieve an effect where I can "shoot" a player and a shader stays on that player for a few seconds. Does anyone know how I achieve this (perhaps using a particle system?)?

unreal stratus
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are there any bundles with dance animations?

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or some funny emotes to gain??

latent jackal
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when i go to sit in a chair my avatar is standing straight up

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what animation slot do i need to put a sitting anim in?

tulip adder
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is it possible to play an audio on each particle spawn from a particle system?

grand dove
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No you have to Set the audio to loop otherwise you would have to edit the sound to make it match your particle spawns

clear yew
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Rikkors usually have a sitting animation for desktop. I am trying to edit said animation but unity isn't recording any keyframes I try to edit; does anyone know why?

ionic oracle
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I've got 2 materials on 1 Skinned Mesh Renderer. Is it possible to animate these materials separately? Each time I try to animate a part of 1 material, it effects the other. I'd like to be able to animate 1 one way, and the other another way.

ashen gulch
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so im trying to give an animation to my spy that will make him invisible (not his nameplate tho) i have it so it turns off the body but when i stop using it, it doesnt reappear for other people, only me. ive tried editing the idle animation to make it reappear but that also doesnt work.

half minnow
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hi i have a issue