#animation
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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
That... Doesn't look right at all. Can you show me the whole window?
And it didn't add the pipeline manager.
I'd delete the VRCSDK and get a fresh one from the vrc website.
I just downloaded it though
Well.
First, do this to clear the C# 4.0 error
https://cdn.discordapp.com/attachments/337672341041446912/715792288793493574/All_you_had_to_do_was_read_the_damn_docs_CJ.png
That usually happens when you upgrade a unity project.
Then I'd probably consider to removing the mk_toon asset
I dont have any other shaders though
Standard is a perfectly fine shader. You can easily find other shaders online that are free and easy to use
is it on asset store?
because I need one that can do colored outlines
alrighty, thanks
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
Yeah, it's pretty straightforward. You can put a nonlooping animation onto an object and play it on wake
Ok, blinking doesnt seem to work
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
Why not use the blinking system built into VRChat?
idk how to set that up, I've been trying to follow video tutorials, none of them have gone over that
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
how do you test blinking then?
Should be under eye testing. You can also test in unity under your model's rig configuration
I dont know where rig config is
Click on your model prefab, go to the Rig tab
SDK3, how to play an animation after OnUsePickUp?
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 )
Put a particle system on a gameobject, parent that under another gameobject, disable the parent, and enable the parent with the gesture
oh alrighty thx
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?
can any help me with making an animation
would anyone know how people do different meshes in the mirror vs what people see?
I thought it would have to do with layers
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?
@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
put your sound and particles under Effects (sound and particles enabled, Effects game object disabled)
Effects is a child object of Gun
Doesnt the sound loop?
no? disable the loop if you have set it to loop sound
Ok ill try it
i have a problem got hand gesture for a queue whit audio the audio will play but wont show the animation any ideas? thx
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
Any work around?
Maybe you could mess with the animation curves so they fully activate earlier?
It’s two frame pose, full 100%. It appears vrc is adjusting weights depending on walking speed
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?
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
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
i dont know if this is the right chat to ask
but how do you get MMD motion onto a model as a emote
or can some one point me towards a good tutorial
i want to get his motion
on the same model
not sure yet what to do with hte other arm xD
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.
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
I figure a workaround would be to just constrain it from outside the armature but the mirror bug with parent constraints is annoying
Turns out it's not the positioning within the armature. Might be a setting that I'm somehow forgetting
Found it. Cull Update Transforms has to be set to Always Animate
is there any way to change a material by emote?
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
ive done it on gesture but a model i have has 2 similar textures
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
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
Also I’m trying to make it quest compatible
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.
Though I don't know if quest has those options, let me check
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
Ok thanks! I’ll try that in a bit
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
Oh ok
Is hat way easier
That*
Both methods are relatively easy
Alright I’ll try the particle way first
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
I wonder if what works. I always do one anim per duplicate
time to raise my polys
Anyone got seats working on their avatars?
Thank you! 😄 🙂
toosie slide animation?
hehe
is there possibility to make your avatars body emit particles that emit from the actual body not ghost body
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
@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.
when I get closer to my partical it shrinks, how do I make it keep it's size?
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
@digital comet set billboard alignment to Facing instead of View (I googled this, you should do so next time too)
@opaque gate just disable the body mesh to go invisible. Don't go around scaring everyone though
no its not for that just for my friend group
we are having a challenge to see who can make the best scary avatar thought it would be cool to have
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?
Does anyone have an idea as to why the force modifier doesnt work on my dynamic bones anymore?
so i used world particles on my particles now they are teleporting
nice!
@stoic breach what did you change between them working and them not working?
@north pendant absolutely nothing, ive also updated nothing which probably doesnt help any
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
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
I think you'd be looking at the IDLE slot, but I'm not sure
@north pendant i meant skinned mesh renderer
its out of the armature by default but i think it still emits the ghost body
armature whatever thingy
You're not making any sense. Show me what you mean
alright 1 sec
you know when the system doesnt have specific point to emit particles from
it just emits them troughout the whole body
Then that's a problem with your particle system shape
I can't help you unless you know what you're asking for honestly
i do know and i said it
when you set your avatars body to be skinned mesh renderer emitter
the particles spawn from your body mesh
but for some reason they follow ghost body
instead of the armature movement
anyone know how I would make an animation play after another one stops?
I want a sound to play whenever I stop a looping animation
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
a question, i trying to add 2 dancer avatar to my animation
but they simply don't move, i tried to assign the controller with dance as idle animation
How are you animating them?
uh does anyone know how to make somewhing float around you?
like a little orb constantly orbiting you or just floating beside you?
https://mega.nz/file/fyQFjSBJ#YlK8qvWKWyJdY-lii-Th-omyGFVd1HIYk-MPwBgqSFw
Here is the Avatar pet movement prefab by GearBell
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]
I only need this and also a complete invisble character animation 🙂 then i am set ❤️
Have you checked if those properties are there?
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
Ty panda 😄
Anyone got a Tutorial how to make a character dissappear for others ? So you can sneak up on them ?
i am trash at this jesus. even with tut i am lost
@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
I'm at wits end here
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
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
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
The animation works fine but it still does the pose which doesn't help at all.
How do I fix that?
You're putting it in the IDLE slot aren't you
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
So how do I fix this while having the blink work?
Use an Animation component
Is there any reason you're not using VRC's built-in blinking?
Yes,
I had a custom one I made
It's a little different
but i didn't think this would be such a pain in the ass
It's not, you kinda went the hard route tbh
Do I put the animation component in with the descriptor or do I put it in the mesh
yeah it looks like it
it's fucking with my head
Not on the descriptor. On anything that contains the mesh you want to blink (base object included)
It doesn't really matter where you put it
Hello!
as long as you can animate the blinking from there
alright
I'll try that
Still might be doing something wrong
So just to clarify, I've got the animator and animation
I put the animation in the animation
The animator does nothing when the controller is set to none, but when I add the override it just does the same thing
which is the broken pose
I might be stupid and not be understanding this. Highly plausible.
Animation component on its own does nothing.
Don't override anything in the override controller
oh
I don't know, it might be broken for me.
I've watched videos of people doing this and follow step for step
but it's just not working, just animating the blinking does nothing
and when it does work, the model breaks
this just feels pointless now honestly
😂
There should be a setting with an option like "Always Animate". You need to do that
Yeah, guess there's no other way. Super unfortunate
How are you animating them?
@north pendant I wanna run them the twerk dance that I have
I'll just repeat myself, how are you animating them?
I just added a avatar controller to them and add the dance as iddle animation
But I don't think that Is the correct way
I summon them via trigger
The song work and they appaer but they are not dancing
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
We mostly use blendshapes created from blender shape keys
@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
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...
Adjust the viseme blendshapes on your body mesh in the animation
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
You can get around that by either enabling a gameobject in those 2 frames or enabling the behavior of a gameobject
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
hey everyone! does anyone have a pack for the animations for me? i cant find any T-T
can somebody help me
or send a video
on how to do animations
like the screeen shakers
Like how to make it so
when i press shift f8
it toggles
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.
how to change idle animation
my avatars legs look retarded for some reason if I don't move
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
how to change idle animation
@clear yew https://www.youtube.com/watch?v=YzplHWQHGoc&t=1s
This will help you on your journey to make custom Idle Animations, so take it and stuff.
https://drive.google.com/file/d/1Fe_s2LSkKayGxFUWn7YCtcG13O1AyKLW/view?usp=sharing
I make stupid VRChat videos.
Discord:
Jade#0008
-----------------------...
thanks
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
hey guys! I just learned how to do animations and i have a few questions
i followed a tutorial that told me to add multiple animations using the nonlinear animation feature in blender
now that i've done that, my animations show up in unity! Yes!
however, they're stuck to the model's animation section, as shown here
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?
the only difference between them is the original doesn't have animations attached to it while the new one does
thank you!
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
thanks!
now i have one last, much more difficult question
i have an idle pose where the stand behind the main character floats (They're both 1 mesh for optimization and simplicity)
i want to apply the floating pose to both the walking and idle animation
idle is no problem, since it's empty by default kinda
but is there a way i can merge it with the existing walking animation?
so he can walk and float?
for visualization, here's the model
im a comedy genious im aware
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?
Is it that hard to find a stimpak sound effect bc i cant find any.
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?
Am I missing something? I don't see a weird circle
i cant get the clipt to last long enough
it circles in reverse instead of just going int o the original postion
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
That should be pretty self explanatory depending on whatever rotation values you're keyframing between
hi, new question
when i select my avatar and go to the animation tab, my avatars appear fine in the preview
however, if i view them as a standalone animation, they dont play at all
is there a reason for this?
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
i need to know how can you sync shaders to a song
animating key frames
shader values, ect
i tried doing so but it offsets
i measure music as bpm when unity uses ms and seconds
and such
I just use my ear holes
https://1drv.ms/v/s!AshiPaEWsjuNh_w9aNZOFlKNbi4VwQ?e=dNrHOvIt's not perfect but im proud of it, as a novice
and for some reason the video is blurry, kms
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
Is there a way to activate an animator on your avatar using a gesture animation?
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.
Need a shader that renders over everything
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
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
Or is that not possible and I should just use a manual anim override
@clear yew What if the animator is on a part of the armature?
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
I'm animating parts of the avatar's body.
It's cool tho, I figured out a way, thanks!
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)
But in this game this look like this
he sort of picked up his legs inward
And this situation occur with sit idle
So why can't crouch normally?
propably armature incorecct
in blender yea
In general arm and leg Ik will take priority and play over top of custom idle
Unless you are on desktop
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?
In blender, pose the eyes closed and save it as a shape key. One for each eye.
Got that. Used a mirror modifier.
Assuming you want the system controlled blinking and not your own
Yes.
My plan is to have the eye's closed system be automatic, but the expressions be player controlled.
It's Nox from Wakfu, so he does not have normal eyes.
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.
He has no mouth, so that's not a problem. Eye lids are apart from the head.
He wears a helmet with mechanical eyelids.
I got the shape keys done and driven with the eye rig.
I simply need to know what properties to use to move the eye lids up and down.
Ideally through the eye rig.
It’s automatic enabled if your bones are named the way it expects
Hip, Spine, Chest, Neck, Head, LeftEye, RightEye
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
I don't think you are understanding what I am talking about. One moment.
Are you trying to do your own blinking apart from the system blink, then?
Hm.....
How does the system's blink work?
He does not have standard eyes. so I would think the system's blink would cause some issues.
Hello?
Oh ok. I think I see what you mean now.
The system blink are just shape keys. If you can animate your eye closing with a shape key. VRChat will play the shape key.
Shape keys, if you are not familiar. Are just vertex animations.
I know about that. I would like to know how to play that animation.
Oh, hold on. Do I have to animate each eye lid in a closed state then ?
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?
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?
These bones here.
How can I change the default face expression of my avatar when no mouth movements are happening etc in unity? (there is premade visemes)
Shape keys are not controlled by bone.
I recommend looking up a blender tutorial on shape keys
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.
However it is nice to know that the bone part here is pointless. So I don't need to waste my time with it.
How do I make an animation loop?
I've never seen a looped animation not use the cycle offset
What kind of value do I need to enter? Can I copy and paste it from the dope sheet?
Okay, I think I see. 2:05 = 2.05?
Oh, cycle offset isn't even what I want. I want to specify a loop region
so when i sit in a chair, my avatar is standing straight up
what animation slot do i put a sitting animation in?
i made this old
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
Lol not that kind of animation
How do you change the transforms in an animation from absolute to relative (to the root position)?
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? ._.?
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
oh yeah I found out how, just setting the rate over time to 0 and adding a burst with one cycle did it thaaanks
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?
i explained how
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?
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
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
so is making an animation and just timing it myself the only way for something like that?
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
ok thanks
maybe with a collider?
how do you play Vrchat with other people
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.
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
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 🙂
There is no audio length limit.
Hard to say. Take pictures of both game object inspectors, full panel
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
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
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
For the sake of completeness, these are the import settings for the MP3 themselves
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?
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
Did you make the shader yourself or is it downloaded from somewhere?
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
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!
In unity, yes. In game, no. It's generally not good practice to edit something while it's running anyways
@flint ivy
could someone help me learn how to do some basic animations in unity?
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?
If you want the sound to start over, near the end of the animation; turn the sound off.
Hm alright. But how do i make it not loop? Do I just deactivate the "Loop Time" option on the animation file?
Yep, assuming you didn’t directly put the animation on a gesture override. Those are forced to loop.
Yes. Animations put in the override you can’t control if they loop or not
Deng
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
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
huh, alright. I'll try fixing it then and thank you
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?
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.
...
Will look at it right away, thanks chief!
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?
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.
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 ?
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.
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
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
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
Is VRSDK3 the same as Avatar 3.0 or are they two different things?
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
Avatar 3.0 is a feature that will be an update to SDK3. Right now SDK3 is only for worlds
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)
You have to use 1 frame animations on gestures.
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
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.
Does anyone still have a copy of this?
i wasnt aware you could have different gestures on each hand
you can't anymore so that animator is useless now
😔 rip custom animators
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
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?
@proper knoll you do animations in unity. if you put an animation on a gameobject it automatically gets an animator.
ok, thx
There is a way to export animations with your model from blender, but it's easier to animate in unity anyways
how should my parent constraint component look like?
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
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?
either have the fan blades as a child of the fan, or have the blades weight painted to a bone and rotate that
👌
Do you guys know what the thing is called to hold a prop in its position using gestures?
You referring to parent constraints?
Think so yeah
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
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
I need help making my own walk and sitting animation. can anyone help me out or point me to a good tut. message me.
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?
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?
Do you guys know how to work with shaders in a animation??
I need some help with it im noob
Please, can anyone tell me how to make players take on custom animations in a station?
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
Same concept, just this time the animation changes the shape key's value.
I didn't find the right concept then
What's your setup? A shape key that turns off the bag?
i'll look further, is it something to do with the animators ?
It's nothing special, it's the same thing as a normal animation.
Yes, there is a shape key that controls position and scale of the bag
Then in your animation that turns off the bag, make it change the shape key value to turn off the bag,
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
Whether they stay or not when you move mostly depends on your controller.
So you want it to toggle?
yes, a toggle emote controlling a shape key
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
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
If you want it to toggle it'll be easier to go down the separate gameobject mesh road sadly.
you might want to avoid saying that website name
oh.
OOOooh
okay haha
I was changing all of the words
well, anyone knows a good place to get animations ?
hm, try mixamo
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
yeah, you can download it without a mesh, just the skeleton and animation, than you can use it in unity
One thing that I forgot to include is that I had uploaded my avatar .FBX to Mixamo before recording, so make sure you do that first! Another thing to note is sometimes the website will error trying to take complicated models, just keep trying. I've had to upload mine a few tim...
no problemo, that's what blender does 👌
guys how do i add a simple gun to my avatar
using tutorials
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.
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?
"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"
I am aware, the problem is "Do Everything" is not creating said files, only ink
its been a while since I've done that, but it creates them somewhere else if I am correct
I've tried searching for the files manually and with the searchbar, neither has yielded anything
does anyone know how to make a object stay in place while it moves?
stay in place
while it moves
?
sounds about right
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.
pretty easy. just don't constrain or parent your object to your head
then why does it move?
Might be because it is outside of armature?
so i converted a .mdl from gmod, should i mount the animations for it in blender or unity?
my favorite guessing game tbh @sullen lance
.
@clear yew you want to be able to animate something without it moving along with your avatar right
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?
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
i put it as an emote
You can look into toggle props or xiexe's inventory system then
im not sure what you mean by disabling the animator? and ok i'll check that out, thank you!
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
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
Yeah I avoid material changes as they are finicky imo
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
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...
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?
Big ERP vibes
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?
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?
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
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
still leaves out the toggling of the avatar in and out of view when a emote is triggerd
Enable/disable body mesh
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 :>
well i made it this far now
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]
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
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
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
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
Googling something is a good way of learning about something you don't know
IV TRYED
???
do i need to use the inventory system to do this?
You need to understand how inventory systems work to understand how avatar states can be toggled
By extension, you'll get to understanding how animators work, and the drawbacks and such
-_-
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
It works the exact same way. Constrain each bone of the rig to your main avatar
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
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
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
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
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
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
"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
Disable the body mesh by default, enable it in the animation
and sorry if i missing the obvious
You could also just disable the 2 other avatars entirely, and animate them on wake
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
Your avatar can only load things if those things are contained within the object that has the avatar descriptor, so yes
body mesh
Body > Is Active
so when green & blue are in red's hierarchy red loeses all animation essentially T-pose's
this is how there set up
still broken
well, how are you animating them?
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
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
check the shadier for it could have reverted to a unity backup
if thats not it i cant help you sorry
Go to the texture file settings, check Alpha is Transparency. Chances are your texture has alpha that is being rendered as greyscale
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... ^^
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?
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
oh, you're talking about vr labs prefab
thank you very much
Hey i was wondering how do you make soundclips on an avatar local
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
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
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?
anyone got any advice how to stop a blinking light animation going of when its not needed?
@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
You can spatial blend based on distance in the spatial curve though right?
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
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 😂
Does anyone know what this means? I've done what I'm doing loads of times but I haven't seen this before.
it means that animation is not made for that avatar
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.
@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.
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?
also now my avatar is not in a T-pose, but stuck in a weird hunched pose
you did everything wrong, I recommend that you watch vids on youtube on how to make gesture overrides for vrchat
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?
ok, is the animation clip more than two frames?
yeah, something like 40
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
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
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
emotes have a 60 second limit, that's 3600 frames
where exactly did you put your animation? what's the slot name
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
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
damn, I was afraid of that
I suppose that's why you're supposed to make a duplicate
duplicate, yes
which I had done with the previous two clips, but forgot
you could try reloading a scene save file and see if it's before the model got stuck in t-pose
It's the opposite actually, it's stuck in that hunched-over pose that seems to happen when you start editing animations
so, when you turn off preview animation, it's back in t-pose?
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
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... ^^
is there any way to slow down an animation? 1 second is a bit fast for the loop i'm making
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
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
How do you animate an avatar in unity?
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?
@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?
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
You have to override your hand positions in gesture overrides. Otherwise they default to idle
What I did was put my CustomOverride into vrc descriptor as my Custom Standing Animation
oh hmm I'll check
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
Hmmmm alright so... I tried a few things
These are my custom animations within Custom Override.
I've filled in Custom Override in the boxes that seem to control it
This, is supposed to be my Point. But... my hand doesn't point
Same for my frowny
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.
does anyone know anything about importing animations into shapekeys
or mirroring a shapekey onto two identical meshes?
@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!
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 :)
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
@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
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
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?
Hello.
I would like to know how I can make my Avatar animated.
What buttons and options do I need?
is there a way to make animations via the emote menu last forever?
looping the time does nothing
Hm. So, simply.. what are you trying to do?
Got any pics to share to clarify?
you know the animation menu in game that you can do emotes from?
Yes.
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
I see. Hm.. could you just use a prone idle pose instead of the emote menu?
oh, for vr. hm.. ya.
I'm afraid I do not know, sorry. >.< Hopefully someone more informed stumbles around here soon. Good luck!
thanks anyway
It’s not possible to do infinite emotes yet. It will likely be possible when avatars are added to SDK3
damn
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
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
Animating animator’s isActvie property is not intentional unity behavior and may break in the future just fyi
Yep, I'm aware of that, but I guess it's a somewhat usable workaround until Avatar 3.0 is out?
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
@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
everyone using VR that needs an inventory system right now can use this: https://vrlabs.dev/item/button-menu?setup
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
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
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
@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
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
you mean particles keep spawning?
how do you start the animations, using the isActive property on an object?
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
emote or gesture?
gesture
Ive used avatars that have big animations using gestures but i dont know how?
which gesture to be specific
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
that's the issue, animations reset when you release the gesture so I'm confused as to how you set up your gesture animation
its 28 seconds long
are you working on two animation files? one for the gesture and one for the prop/s?
no all in one place
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
it is confusing for first timers, you use gestures to activate objects with animations of any duration
Im confused
what's the prop you're animating and what does it do?
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
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
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?
yes
tutorial in youtube?
no
just from learning
unless i can do a double gesture
but i dont know how to do that
it's not a double gesture, it's just how vrchat works
dancing animation assigned to object
animation that enables object assigned to gesture
You can, but you only need one gesture to enable a gameobject
Do you guys know of anyone I could hire to add a pokeball animation to a S&S avatar?
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?
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 🤧
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
oh no :( well thank you very much for the reply!
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!
@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
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.
hi
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?
@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!
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.
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?
The same gesture, with both hands?
yeah
Can you screenshot the animation
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.
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
Screenshot the animation not the avatar
I have to spam it several times to work with only one hand...at that works sometimes as well
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
Ah misunderstood
Basically I edited the fist animation, Kata off and on are the sheated and in-hand weapon
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
is that second keyframe the same value?
also, do you have gesture manager?
you can test in unity and see what is happening
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
what gesture are you using, fist?
Yes
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
ok so with the gesture manager, the animation works as intended
May try your second advice, the different gesture
do you have any other clips that might be animating the sword btw
Shouldn't have anything else that interfere with it
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
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
yeah i suspect not using fist is the play here
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
no problem
is it possible to make generic rigs have gesture controls, or at the very least, a crouch and a prone
you can always throw it into an empty humanoid rig and animate the empty rig with those
Is it possible to remap index controller track pad to trigger animations ie f13-20?
You can't internally map controls within vrchat
f13-20? ive never heard of those ever
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
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
also for some reason it started twitching a facial expression instead of blinking..
the twitching might be because your shapekey order got messed up on reimport, i think just pressing fix model might fix it
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
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?
Hi I'm pretty new and I just wanted to ask what Damping does for Dynamic Bones?
Where can i find anime avataaaars
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?
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
how do i put animations on a model
click in the right places
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.
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
I made something Idol animation.
just vibin, chilling even
However in VRChat, these do not move because they are assimilated to the IK of the foot. Is there any way to fix this?
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
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.
There are plugins to convert animations from humanoid to generic and the reverse, but I don’t think they are free
What is that name?
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
Oh, you should go to sleep now.
So yes, I'm still having this problem anyone have think?
IS there a way to disable an idle animation from playing with a gesture?
@ashen gulch F13->f20 should be shift+f1->f8 there are 24 function keys in total. https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwiM5er70qXqAhXTZc0KHXdJB9QQFjAMegQICBAB&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FShift_key&usg=AOvVaw2FxVdpGxByxpwGNRs96aAD
wow completely forgot i asked, but neat anyways
@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 🙂
@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.
@vernal crystal
OH!
go into the basic parts folder for this package
take that basic System prefab, and there should be a Logic object in there
it has a particle system
every time Logic particle dies, Container will be enabled
you can use the trigger module to kill Logic
or you can make a particle subemit Logic
here is another example
basically just try to understand the contents of those packages and you're good
also: https://vrlabs.dev
Alrighty, I'm digging. Thank you very much 🙇
@vernal crystal here is a very low quality and outdated guide for stop action
stop action kit from
https://github.com/oofdesu/lin-unity-packages
low quality guide made public by request
it's the only video guide that exists, too bad it's completely shit
and outdated by my own packages
enjoy
Thank you again!
joints -> constraints now
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.
I've seen it done before, but I have no clue how to do it.
This server is dead. This is the only chat i can see active ppl
lol what sample size are you working from? this is by far not the only active channel.
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.
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?
does anyone know why my avatar just flies straight up when testing it?
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.
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?
you can edit the animation to include additional animated movements, so yes
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
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.
Right now I deleted the ability to emote from the base animator. Gonna see in-game if that's the case
Welp I can still emote in-game. My guess is that you can't edit the main Animator that VRChat uses. 😦
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! 😋
nvm 😦
ah well
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;
@livid gull do the visemes not work when animation is played or not working at all?
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?)?
when i go to sit in a chair my avatar is standing straight up
what animation slot do i need to put a sitting anim in?
is it possible to play an audio on each particle spawn from a particle system?
No you have to Set the audio to loop otherwise you would have to edit the sound to make it match your particle spawns
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?
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.
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.