#animation
1 messages · Page 129 of 1
You already have an override controller
What problem you have in gesture?
They just don't activate
the default ones work perfectly fin
fine*
but with custom ones
it just doesn't work
But is relationated with armature or object separate?
I animated it an a separate armature so i don't end up breaking the original one
I just moved the animation from one to the other
Can be cause is relationated with other animation? I mean needs other animation for work
so i need help as im new to avatar making etc..
this model have a set spot for the facial expression textures/material, if i dont have it there its just grey blocks.
but also if i upload the avatar they are just there being static, anyone know how i can like hide them and then make them appear with expressions separately ?
Create an animation that sets everything where you want it for a base (static) state , use the template in the vrc sdk for gestures or create your own expression menu with parameters for each expression you want to have. I’d recommend since your a beginner and if your using sdk for 3.0 avatars watching some online tutorials on how to create those. There’s this guy called “moon” or something like that , he made a pretty good tutorial.
I have that base. Those are all blend shape / shape keys. For whatever reason at zero they appear and at 100 they vanish which is backwards. Just slide them to 100
No need for animations you can just make them 100 by default
I learned that very recently. You can reverse them in blender
But most people aren’t going to know how to do it
And the avatar is sold that way
He’s actually a pretty good modeler tbh. Just not aware of how shape keys effect gpu instancing.
FYI how to reverse a shape key:
1.) Select the entire model
2.) On Basis: "Blend from Shape", pick target shape key, checkbox check add mode, blend value of 1.
3.) on target shape key: "Blend from Shape" pick blend from itself, check add mode, blend value of -2
Repeat step 2 and 3 for each shape key that needs to be reversed
newbie vrc animator here
i just added a simple object.isactive animation to my controller, but when hitting preview in unity and ingame using the animation, my avatar sinks into the floor up to the waist
what is going on here?
That’s normal
You are previewing the animation without the idle under it so it goes into default humanoid pose
Is not a problem
and ingame using the animation
@median tiger you have to fully animate emotes. Gestures can be partially animated because IK or whatever it is that manages movement input handles the rest
I'm currently having some issues with the Skinned Mesh Renderer. More specifically blinking. I'm using the left and right eye blink at the same time to close the eyes when using a gesture, works perfectly fine within Unity, however when I try to use the eye close animation in game nothing happens unless you have the gesture selected before loading up the avatar and it will close their eyes for half a second. After that it doesn't work again and will only work for another second if you change avatars and then change back. I'v messed around with the other Skinned Mesh Renderer options such as Update When Off Screen, Render Priority but still couldn't get the animation to work properly in-game
@north pendant does that mean i have to use blendshapes or something?
@median tiger no, your rig needs to know where it needs to be if you're using an emote. What exactly are you trying to accomplish?
for the purposes of this question i will say i am trying to make a wristwatch appear on my wrist
and then later after an unspecified period of time i want to be able to make it disappear
Look into Xiexe's inventory system
not looking for an inventory system
you can use gestures
That's an inventory system at its core
@tiny garnet how
You are using emotes
yes, but specifically how
if you use a gesture you could control your self on how long the watch appears
Tutorial it up dude
already did
Do it again
ended up embedded in the floor
we will say the watch is an untextured cube
alright
How do you end up in the floor with a gesture 😂
I just remembered something
I think this will help, give me a moment
I could be wrong though
I explain how to create a potential infinite amount of gestures using an animator state machine.
========IMPORTANT========
Thank you Bertrand Steenhaut for the help
If you can't open the animation file, you need to set the Serialization to Force Text. While in Unity, go to Ed...
I'm just trying to help
i will take a look
If she's looking for a state machine for a toggle that's pretty much exactly what an inventory system is btw
hopefully AV3 comes out of beta soon :p
huge
You can find that on vrchat's website
look at the furry guys video in #avatar-showcase
scroll up a bit
will answer all your questions within 2 minutes
i can't wait
easy for me because i never learned anything in the first place :P
my help will be limited at best but yes
alrighty, so I'm having an issue with the Skinned Mesh Renderer
more specifically blinking
can't help
i hope part of AV3 is them handing over control of finger gestures so people can make more kinds of rocknroll instead of being limited to only 1

that would be be nice
some guy in #avatar-general claims it is currently possible
what's up with this?
Keyframing translation on humanoid rig is not supported!
Keyframing rotation on humanoid rig is not supported!
You are previewing the animation without the idle under it so it goes into default humanoid pose
@violet moss
how do i add the idle animation?
Did you delete the idle pose?
how would i know if i did
Ok I misunderstood
If you are replacing the idle animation you need to actually be standing
The easiest thing to do is to just add to the default idle
Yeah that will wipe out the stand entirely and replace it with the one you add
It’s a lot easier on 3.0. On 2.0 you can’t add to default animations you can only make your own from scratch
I do vividly remember explaining exactly why it does that @median tiger
It's really not difficult if you want to do it right
@median tiger you have to fully animate emotes. Gestures can be partially animated because IK or whatever it is that manages movement input handles the rest
@north pendant you said this, which when said to someone who is on their first day of animation is 110% meaningless
You very confidently said you weren't making an inventory system, that would imply you know what an inventory system is
You also haven't really specified what you want, and based on the fact that you were trying to enable your watch with an emote instead of a gesture, that's what I gave you to work with
^ ben shapiro
thank you for contributing?
dose anyone have the files to "Over The Top" Dance?
is it possible to convert .ACT file into a .Anim file?
how do i make an emote loop until the character is moved in game
click on the anim file and click on loop time
i did that. when i did the emote in game it just stopped
Emotes can only last ~60 seconds
it lasted 8
thats how long the emote it and i cant get it to even go to 60 seconds
im trying to play a song when the emote starts. that works fine but if the emote doesnt play long enough it ends the song to
do i need to activate loop pose. set a cycle offset. what do i do. im going insanse
cool thanks for the help
19 minutes
🤣
you could try copying the keyframes and placing them so the emote is longer. there are ways where you can make your emotes play unlimited
So is there an easy way to do invisible animations anymore? When I do the old way of toggling the body mesh of and back on, the body doesn't come back on for some people in the world and it just stays invisible
Because you disable the mesh renderer and your avatar doesn't exist anymore
If your avatar doesn't render, people won't be able to see any animation trigger
what is TDOF/Q/T?
Need 1 Brain Dead Shitter for NAW ARENA TRIOS PC
Any way to make emotes loop until I walk or something? Rather than going back to normal pose as soon as the animation is done
Keyframing rotation on humanoid rig is not supported!
i learned that unity editor says this when you try to animate with object rotations instead of using animator muscle parameters
Yeah if you say some game objects are humanoid you have to animate them like they are. Can’t mix and match
If it’s just a prop your avatar is holding or something you don’t need to define it as humanoid. Then you can just rotate it’s parts
For a while now I'v been trying to make a system that will do different animations depending on what gestures you are doing. Let me explain, normally lets say you do a finger point gesture then it will trigger animation 1, but lets say you do two finger point gestures on your left and right hand then it would trigger animation 2. I hope this makes sense, I just can't really get this to work. I'v been using the transition conditions to try to get it to work but I haven't gotten anywhere with that, any ideas?
You need avatar 3.0 SDK for that. Asymmetrical gestures are supported
It’s impossible on SDK2
Why is that? Just wondering why if you are willing to explain
It’s impossible becasue that’s just how the animator is set up. In Avatar 3.0 you are allowed to go into the avatar animator and bind left and right overrides separately
So just wait for that to hit live I guess
Ah ok I got it, that still doesn't really explain everything for me, but that makes sense. The only thing I don't fully get is that I am able to edit a left and right tree for gesture animations separately within the animation controllers. I just don't get why that part of it doesn't work. I'm guessing it's just impossible like you said. Btw thank you for the explanation, that did clear some things up
I’m assuming you’re using SDK2.
Yes, yes I am
Nothing you change with the default animator will be used in VRChat. It will delete it and replace it with an unmodified one
As of SDK3 your modifications will be used
So I'v been putting my modified one within the animator for the avatar, but I am guessing that if you put it into the default standing/sitting animations it will just override it like you said, "It will delete it and replace it with an unmodified one"
Oh if you’re using an alternate animator it’s going to work but I don’t think you have access to the system parameters
Mhm, thats what I was assuming too
So when you do in hand emote your secondary fake animator is not going to receive anything
Ya that sounds right
It would be pretty nice if you could bridge the gap
Like there was a script for that if it's even possible
You can... in 3.0 :D you can define up to 16 parameters that will be syched across all animators as well as syched to other players
xD
When is 3.0 going to be released if anyone knows
So I know when my avatars will be broken
This is going to be a growing theme for pretty much anything that is impossible right now...
Wait so when 3.0 releases isn't it going to break all avatars???
No I’ve used a lot of them on beta and they still work just fine. Some dynamic bone collider weirdness but other than that they’re good
Oh that's nice to know, as before this I was under the assumption that I would need to remake a majority of what I'v made
I think they want to avoid completely destroying the game with updates lol
Yup
When they do major unity updates that’s when you get the massive breakage

I want it here yesterday but you know I have no idea. I just live on beta for now
Ah ok, got it
Do you think I can ask you one last question, kinda completely un-related
(it's for vrchat of course)
Go for it
Alrighty, so I'v been having an issue with skinned mesh renders
This involves a little render labeled blink_left and blink_right, work perfectly fine within Unity when used
Once in game nothing appears to happen in game, but if that animation triggers while the avatar is loading it does trigger
but only for a short period of time
and after the loading it never works again
So you have three separate skinned mesh renders?
Well I have two for the animation
I’ve never worked with more than one skinned mesh render on an avatar so I don’t know of any oddities that can happen. Are you triggering their visibility or something?
I'm just changing their values, ie just opening and closing eyes, thats really it
Try joining them in blender and assigning unique materials instead?
I can try that
I'm just confused about this as all the other skinned mesh renders I use work perfectly fine except for blinking, just strange to me
Multiple skinned mesh renders is a little odd to me, unless there’s a specific reason it’s necessary it should probably be avoided
What is your means of closing the eye? What parameter do you modify
I think I just figured out why they don't work properly, they seem to be attached to the .vrc thats used for lip sync
Well what I am modifying is values for blink_left and blink_right thats in the Skinned Mesh Renderer
Blend shapes?
yup
It’s possible the shape key exists on another skinned mesh render and the parameter just looks right but isn’t. And yeah if it’s just a blend shape I’d 100% join them in blender just to avoid lag, skinned mesh renders are expensive and they don’t need to be separate
Alrighty, I'll go do that, thank you for all the help!
so i made an animation, connected to a gesture, the animation plays in unity, but in vrc the object enable works but the animation does not play
what am i doing wrong here?
it is literally just a 2 frame "move arm" thing
Question, when I'm creating an animation from scratch my avatar is sunk into the ground half way. What do I add to the animation to make it on the floor?
@median tiger IK always takes over on your rig. If you want to force movement, constrain a copy rig/body to your actual rig
even on desktop clients?
@vernal crystal if it's a gesture, you're fine. If it's an emote, you gotta grab an animation from somewhere. I've never done it myself, but I've heard mixamo is the way to go
I mean, you're trying it and it's not working
2+2
If you want a basic standing base, SDK3 has a animation called proxy_stand_still you can base off of
Though that means you have to install a separate SDK just to yoink a few animations lol
But they have a bunch of poses in there
Ah, the problem is this isn't a standard Humanoid avatar. I think I figured out a workaround by manually setting the "Armature: Transformation".
How do you make animations for an avatar?
@rare lance Hmmm? That's a big question. I'll DM you a beginner's video
Okay, so I have another problem. When I make a custom idle animation and a custom walking animation on the controller override, the idle always plays, and the walking animation never plays. If I take the idle animation off, the walking animation doesn't work at all.
So I have to ask, If I were to make a 5 minute simple animation loop on a weapon, for example, would it play the full animation as long as I have the weapon out?
By simple I mean it just rotates the whole time
I'm not an expert here because I mostly keep my animations lower than like 20 seconds. I THINK there's a limit to 30 seconds unless you use a avatar copy workaround thingy. I've never done it personally, but there are guides on how to do it out there.
Oh I should mention it's for a gesture
Hello,
The blinking animation controlled by VRChat combines with shape keys (for example, the hand gesture eyes closed combine with the blinking animation, provocking weird results)
I'm trying to make my own blinking animation, but in VRChat nothing happen, here is my parameters
VRChat handles the blinking for you, in case you didn't know that. If you want you avatar to close their eyes during a hand gesture animation you just need to add the blink shapkeys in the animation.
If you want the blinking that VRChat does by default be different then you need to change the shape keys in blender first.
Both blinking animations combines in that case
In what case?
and like it overblinks?
And this is just for regular blinking, not for an emote or hand gesture animation?
when I close my eyes with an hand gesture, the blinking animation controlled by VRChat combines and close even more my eyes
left normal blink, right blink controlled by vrchat + my hand gesture to close my eye
OH, it IS for a hand gesture animation? Does regular blinking work correctly?
Regular blinking work just fine
If I don't use blendshapes that uses the same vertices than the blink animation
in a hand gesture
Working as intended, unfortunately. Disabling auto blinking during gesture animations is an enormous pain. Wait for Avatars 3.0 to make it much easier to do.
Yes I ve heard that it will work fine in 3.0
But for now, I know their is a workaround, some avatars can blink and use hand gesture without both of them combine
Is their some documentation how to do so ? a tutorial ?
How do you make audio on animations not quiet? No matter what I do, the music on my animations is almost inaudible
@cedar thicket that tends to happen when VRC sets an audio source up with the defaults. Add a spatial audio script on the object with the audio source and increase the gain (and mess around with whatever else)
Yo guys, a question. Most VR sets can make a certain number of gestures, but now that Valve Index exists can you make avatars that would react with a gesture when, for example, having just your pinky finger out? What I mean is when making a hand gesture that other devices wouldn't allow
I'm totally new to this so I have no clue
Unfortunately, nope. Neither in the current system, nor with Avatar 3.0.
It should be possible but would be a pretty complex set up. It’s not officially supported but gesture-per-finger can happen within colliders
Would require avatar 3.0 tho
@harsh gulch
But for now, I know their is a workaround, some avatars can blink and use hand gesture without both of them combine
@tranquil lily they use fake blinking so they can disable it themselves. There’s no way to disable the system blink on SDK2. You can on SDK3 though
Hello, I find the workaround to avoid the eye blinking animation that combine with shapekeys, I don't know if I can link so thanks to an old post of Lightning Test, here is the solution (that worked for me)
you can easily create your own Idle animation for blinking. As long as you put it in the custom overrides as your "Idle" anim, then hand gestures and emotes will be operating on the same Animator. That means you can configure the gestures which do expressions, to also set your blink shapes to 0, so your eyes will stop blinking and ignore the blinking you set up for the Idle Animation. Hand gesture values override the custom "Idle" values. It's just like how right hand values overrides left hand when they conflict.
Just jump into Blender, make sure your actual VRC eye blink shape keys do nothing, make new blinking shape(s), and make a new "Idle" anim for your custom animation overrides (same play you slot in your hand gesture anims), and finally, go to any emotes or gestures which make an expression, to add a Blink Shape Key(s) = 0 value(s), so blinking won't continue to occur while doing the expression.
Also, to be super clear: Do not make a new Animator. That won't work this way. Make an Anim file. The goal is to get the blinking on the actual VRC custom override controller for "Idle", slotted next to the other anims such as "Thumbs Up". Unlike hand gestures which are limited to 2 keyframes, the "Idle" can be as long as you will need to space out your blinking on a manually created custom blinking anim. Also, like any anim for a humanoid, you will need to set the body position (all the body part values for a decent standing pose) so you don't fall into the ground. You should be able to select all and copy the pose keys from an existing standing anim, if you can find one that works decent for your character (otherwise, manually works too).
Hey, anyone ever have an avatar with an idle animation break the visemes? When I have the idle animation controller on the override, lip sync stops working 😦
@tranquil lily thx will try that
@vernal crystal You should never put a controller on the default animator. Instead create an AnimationOverrider and put it on your avatar descriptor, then put your animation on the "idle" slot. The actual controller on the root gameobject aniamtor needs to say "none" or lots of things will break.
@tranquil lily worked really well on mine too ❤️
anyone know what might cause a gesture animation to play in vrc desktop client but not move around the bones like it does in unity?
make sure its rig is set to humanoid
- how do i do that
- i think it is that already
If it is already then I'm not sure
there should be an fbx of the avatar, if you click on it there will be a settings window on the right which has rig as one of the options
or animation, can't remember the exact name and don't have unity open right now
- what is a fbx
- by "rig" do you mean "animator"?
did you download an avatar and click the scene box to load it in?
Usually if you click the scene file it should do everything for you unless you are missing the assets the scene uses
ok, was assuming you didn't know anything
i dont know shit about animation yet
I'm still new to that too, was only guessing what was happening. When you say the bones aren't moving do you mean the avatar doesn't do its dance at all? or is it dancing, but hair is not moving
every youtube tutorial is "hey add this object enable" and then it ends
i made a .anim to move the muscles in an arm and enable an object, then added it into an override for a gesture
in vrc the object enables but the arm does not move
it is 1 frame long, 2 columns of dots
yeah, then not sure what it is. I'm assuming the avatar behaves normally outside of the emote not working, aka it can walk, sit, crouch, etc
correct
If it was the rig not being set to humaniod then pretty sure it would be t-posing
I don't know enough about animation for this, Most I know is simple stuff like getting ears to move up or down when smiling
or basic tail wag
yes this is basically the ears thing
depends on what you want your arm to do
If you only want it to raise up then a transform/rotation will work.
that's what i tried first actually
frame 0 its in defualt, frame 1 it would be wherever you wanted it to be while doing the gesture
Keyframing rotation on humanoid rig is not supported!
i think thats because theres a muscle controller on it
I haven't tried it on the body yet, the ears and tails I do it to are separate meshes that were attached to the body
I haven't used a muscle controller, no idea how it works
the different meshes thing probably makes that way easier i bet
They are only separate meshes because I took them off another avatar in blender, turned them into parts that can be attached to any of my avatars
Though I'm at a loss for what could be breaking your animation. I know I had weird stuff happen to mine when I did it the first time. My ears would move, but for some reason after adding that animation when smiling my avatars hair began spazzing out. After 5 hours of troubleshooting I found out one of my dance animation prefabs was breaking the hair whenever I tried to make an animation
ended up having to remove the dance cause it made the hair spaz if I did any rotation or animations at all
i'm on day 3 and still haven't figured it out yet
i also learned that overwriting the F1 gesture is a bad idea
idk why they burned that gesture slot
Currently I have an animation made to open a bow with alot of different parts moving. is there a simple way of making it do the opposite of that entire animation?
copy and paste keyframes?
Could probably multi select and scale the opposite direction, but I've never tried it so I don't know
I'm guessing this is the right place to ask as it has to do with my blend shapes/Visemes. All of my vrc lip sync blend shapes are present when I export to Unity. However, lip sync was not working on my last upload.
Make sure that's the right Body, in case you copied things from a different version of that avatar
Did you check the blendshapes on your body mesh in unity?
@north pendant where can I check that in unity?? I know how to in blender but not unity.
In Body, there's a skinned mesh renderer. That holds your blendshapes, and you can adjust the sliders to affect them
🤷♀️ @north pendant
Somehow you've avoided showing the contents of your avatar
and you're sure you're not muted
yeah i got nothing then. might need to redownload the sdk
:c ok
anyone here good with state machines for animations?
@livid gull have you tried recreating the visemes using cats?
While the Shapekeys are still there, you need to have Cats "create" them for you otherwise you won't speak
"speak"
How can I make my audio play at the position my particles collide?
Does anyone know how to make an object rotate as if it was floating in the air? I'm currently working on a springtjoint ball and I want the little ball in it to rotate around and not just float there stiffly-
I know it might not help much saying this, but as i was told, it'd probably be better for you to wait for 3.0 @white plinth
it's possible to do in 2.0 but needs a bunch of workaround
Ahh, I see T^ T A shame, but I can see why
That’s sort of a natural defense mechanism of bugs they strongly encourage the user to crop out exactly the part of the image that would show the bug
I’ve seen it far too many times to be coincidence.
yo i got a question, dose anyone have a prone animation that lays down on there back or knows where to find one. I have tried to make one my self but it didn't turn out good.
mixamo might have some
i have one
oo
if you can dm me it that would be good
enjoy
Hey is anyone good with unity animations? I need help with figuring out why mine won’t work, if someone can dm me and help me later tonight that would be great :)
I would really appreciate some help.
Thanks, idk what went wrong, I’ll have to mess with it, do I get banned for uploading deleting and reuploading an avatar too many times?
Uhhhh uhhh
I'm making a dumb animation, and when I play it, my avatar gets put in the weird crouch pose half way in the floor. Is there any way to just leave the pose where I had it, or tools to change the pose more easily? (other than AV3 :P)
Are you making the copy of the avatar and making sure the copy is in the exact place as your original copy?
Yeah, it's just the emote forcing the avatar into that position. In game too, not just unity
Hmm
I’m not big on animations yet, I’m still trying to figure out why my animation won’t work, I’m trying to get a sniper to appear in my hand
Yeah I'm pretty new to it. I know with AV3 you can toggle what parts of the avatar can be controlled by an animation, so you don't have to reset pose to toggle a gun or something on
Not sure if there's a way to do it in AV2 other than manually animating a T pose or something. I'm not sure the best way to pose the avatar tho
I have an animation that I want to play "along" with the regular idle animation - it's a tail wag, essentially, and I want it to play along with the regular idle breathing that doesn't have any tail bones assigned. The catch is that I don't want it to replace my emotes, because those have their own tail animations going on.
I can't assign the tail wag as "idle" because then the regular idle breathing doesn't play, but if I apply it directly to the bone (like I've seen in some tutorials) then the emotes will use this tail wag instead of their own tail animations. What can I do about this?
Wouldn't you just need to make a custom idle animation and use that as an override instead of the default idle anim
I guess that could work but I was trying to avoid that if possible, since I would have to add that to all of the VRChat defaults (the crouch, the strafe, etc.)
Because my animation is just the tail wag, so I would need to copy the breathing/crouch walking/strafing/etc. from the others and make several different versions to replace the original ones
question:
is there a way for a bone to rotate on its own ?
that like it rotates at a certain rate
i have my emote music set to linear rolloff and max distance at 15 but people can still hear it across the entire world.
just wondering if theres another setting im missing
I guess that could work but I was trying to avoid that if possible, since I would have to add that to all of the VRChat defaults (the crouch, the strafe, etc.)
@smoky crown yeah, sorry i dont know more to help much
It's all good, thank you!
The newest SDK looks like its missing the animation override controller.
I downloaded it from the website, and it installed correctly, so there shouldn't be any issues.
Is this just a known thing that I don't know?
im going to test my avatar and hope the sound and animation works if not ill have to restart with the sounds and restart on the weapon appearing
Oh nvm.
When you make a gesture override, let's say im making a sword thing, how do i get the fingers to curl around the handle?
I've tried to do the usual method but for some reason it undoes anything i do to the hands.
why everytime I try to override my idle animation my avatars would cross their legs so weirdly when they crouch
How do I make my avatar invisible? Is it a shaded I need to apply? Also how do I not make my name tag invisible so I can avoid getting banned
there are a few ways to do it, in shader is probably the most friendly way
otherwise, you can turn off your skinned mesh renderer
What shader can I use?
if you want to go from normal shading to invisible, probably poiyomi's, but i would think various shaders have something to animate for this so maybe look around
Is poiyomis shaders on the asset store? And is it free 😬
you're probably going to be interested in a dissolve of some sort
poiyomi's shader is free but there are also paid versions
Is it this one?
just join their discord and get it that way as a package
Their discord has the one that turns me invisible right? I don’t need to pay?
they have a free public shader that im fairly certain has properties you can animate to make yourself invisible
i think dissolve is a basic feature they have
Ok do you know how to prevent the name tag from being hidden? I don’t want to get banned
the name tag is visible unless you go out of your way to hide it
if you dont know how to hide it then you're fine
Ok I’m gonna hope I don’t accidentally hide it
you'll be fine, that rule is not enforced with 0 judgement
I’m trying to make some fun jumps are avatars because those can be kinda fun, and I want to mess around more with things
So the animator that controls VRChat stuff has an "Emote" parameter on it that goes from 0 to 8, 0 being "no emote is being played" and 1 through 8 being the 8 emotes you can use. My question is if (and how) I can use that parameter in a different animator - I have an idle animation playing from an animator on the Hips bone and it would be great if I could pause it whenever an emote goes off
3.0 avatars should be able to use floats so you can change gesture set to another one , 2.0 i got no idea
Yeah I'm trying to get it to work on 2.0 since we still dunno when 3.0 will be out
🤷♀️ yeeh i kinda stopped everything on hold for 3.0, its such a big difference
I just don't wanna force everyone to download the beta to be able to see me lol, but I can't wait
Hi-- can you put multiple Animators on one object (e.g. the Armature)?
I thought you couldn't . I just wanted to check.
You can use layers in the animator to do more then one thing, on same object
hey , i got a lil problem with an animation , for some reason in game my anim isn't fully showed
don't rlly know how to explain clearly , but basically its fucked and its repeating last 0.1s of the anim
here's what i did
the animation is just a rotation of 180°
When doing an animation, the avatar switches to the avatar with that animation right? It doesn’t just paste over your current one?
Hello all. So I am trying to fix an animation on the avatar seen in the picture. Trying to make it so the gas mask lights up when I talk. The lip sync options in the VRC descriptor only allow for transform options or body modifications mapped from Blender. Help highly appreciated.
For reference I already have an animation created that can do this as I set the lights on the gas mask to a different emission mask than the rest of it. I just don't know how to map it to the lip sync section of the VRC descriptor
how can I create a perfect looping animation? no matter how I set up my animation there is always a delay when the animation loops again.
uhmmm make sure you delete the keyframes that are automatically created about 1 second in if your animation is shorter than that
you would probably need to create a shape key in blender that makes your avatar glow, and replace one of the viseme shape key with this shape key. But I have never done it myself.
@clear yew
@kindred trout So is Blender the only way then? I was hoping to avoid it if possible just in case it messes up some of the other animations
I have come across some players doing the animation you want, and that's what they told me to do.
I think the visemse blends would have to create a light source yea ^
I'm personally not super familiar with that though
and @kindred trout for your looping animation, was there the stray keyframe there or is it another problem?
I have a similar thing set up on this model I'm doing
uhhhh
I have loop pose unchecked?
if that does anything
there is still delay when unchecked
and it claims that loop pose can make your animation loop seamlessly....
it looks like it is
could you click the curves tab at the bottom and send what that looks like?
need to widen the view so the other lines show
just scroll wheel down
here my looping animation looks like this
it rotates a circle
let me try something in mine really quick to test an idea
hmmm I'm seeing the same thing now
mine looped fine but I think its because it ended at the same point it started, but mine is just going side to side instead of in a full circle
I'll try testing some things to see if I can get it to work
okay so the problem is the animation is automatically being smoothed off toward the keyframes when it needs to be a straight line instead
working on how to make that happen
oki oki I got it
@kindred trout delete the second keyframe and set the third to 360 degrees
then go into the curve view, and click on one of the end points
this little gray dot will appear near the one you click on
you want to adjust that one and then the one on the other end, and make the line toward eachother as straight as you can
and also, do enable loop pose
it should look something like this
I hope that works!
trying
remember to enable loop pose if you turned that off, sorry I mentioned that earlier but you had it right the first time
it works now!
Yay!!!
didn't know curves can do something like this
I think its to adjust how smooth you want the animation to be toward the ends, like I never even noticed it because my looping animation is just a tail swaying side to side
if I set it to a straight line like that it would stop way too abruptly on each side and look kinda strange
but for making a 360 spin it makes sense that you want it the same pace for the full animation
I'm glad its working now though! good luck on your avatar ^^
when i do animations how do i fix my fingers to be the gesture im making instead of a claw
DL the default animations and overwrite them, rather than making new ones
you can also copy the hand movements from working default animations
what do you mean by dl
download
Ooh
not sure if theyre in the sdk or whereever
Do you know a tutorial on YouTube that could help me better?
in vrc right now, sry, try searching fir vrchat + gestures
@foggy estuary oh sorry dude I was asleep, no, it just show the knife which is linked to the wrist
I'm working on an avatar with little ears and a tail, and I have already set up an idle animation of the tail slowly swaying side to side, but I would also like to use another animation where the tail raises and sways to the sides faster as part of one of the hand gestures. I know hand gestures have problems when they're more than 2 frames long, and I haven't been able to figure out how to make the animation work without having a long gesture animation, and it also then has issues with it overlapping the commands of the idle animation which I can't seem to turn off for the animation because its attached to the armature so it can just loop idly all the time. The only way I see to disable the idle animation temporarily is to disable hips in armature, and everything attached to it, which I can't imagine would work too well.
If anyone knows another method to get around this and make it work it would be so appreciated aaaaa
i did that for my tail
i have hips bone then tail_root bone
tail root bone got the normal sway animation
and the hips got another animator
disabled by default
oh how do you enable an animator attached to armature in an animation?
which simply bring my tail in front of me
in my gesture, i only disable the animator on the tail_root bone and enable the one in the hips
with a property called "behavior"
which allows you to disable/enable an animator
which isnt possible by normal means
refer to those video if you want a more in-depth explanation
Editing by Cheese
Link to the package with assets from the video (Includes scripts)
https://drive.google.com/file/d/1oi1Ryc2O5FAKQg1_92G6CbEaUBmKnzhU/view?usp=drivesdk
This is a guide on how to expand your gestures or emotes and create multi-state animators for use with inven...
I explain how to create a potential infinite amount of gestures using an animator state machine.
========IMPORTANT========
Thank you Bertrand Steenhaut for the help
If you can't open the animation file, you need to set the Serialization to Force Text. While in Unity, go to Ed...
Aah okay! Thanks!
also kinda off subject but the game your pfp is from seems super good
my friend talks about it a lot, they really like that one
it is
i don't like those type of game normally but i loved this one
can recommend
very chill game
in the video he right clicks the animation icon in the corner to make the behavior keyframe, but for me the only thing that comes up when I click that is "reset"
do you know what to do for that?
ohh aaaaa thanks!
aah its working thank you so much!
In animation set bake into pose orginal on all 3 , or you will start moving further away if you have a xyz change
inspector , then click on the animation
only humanoid animation will have it, generic wont
Whenever I move forward my avatar sometimes teleports off to the side and down low and then right back and my hands stay in place the whole time
does anyone know what might cause that?
I haven’t messed with the defaults on the override for walk / run animations, and it only happens when going forward
Yes that's 210 seconds
I said the max was 60 seconds
I’m sorry I’m just new to making avatar this is my new one
I hope you know basic calculus
I mean
First one
I ever made
The first one I ever made
And I know calculus
It’s just I don’t understand how people do it more longer
How do people do it Over 61 sec then lol, I saw person do it more longer believe me
If you want three minutes of emote, separate into three parts with different emotes
they most likely use a gesture to activate an object to play the animation for them and it can last way longer than 60 seconds
or they use an emote to toggle an object with the same principle
I hope this works
I'm making a character from complete scratch and I'm at the point where I'm ready to start animating it, but the tutorials I've used are a bit old and I need some confirmation on whether the info is still the right way to do things. Do I animate all my cycles on one timeline and then split that up once it's in unity?
I recommend doing your animation in unity, at least if it’s a humanoid avatar
Since blender is going to spit out generic animations in unity
It's not humanoid. What do you mean by "blender is going to spit out generic animations?"
Blender animations when imported to unity come in as generic animations
Which is fine if you aren’t using humanoid
generic animations as opposed to what? If I make a humanoid avatar in the future I'd like to know
Generic is just the unity term for a animation that is made of transform rotations instead of humanoid muscles. Generic animations only work on the object they are made for, and can’t use animations made for another object or for a humanoid avie standard
All internal VRChat animations are humanoid so only humanoid avatars can use vr hands and run VRChat’s standard animations and stuff. If your avatar is generic you must provide all that yourself
Fyi, if the animation from Blender is for a humanoid character you can do the regular humanoid avatar setup in the Mechanim settings and it'll convert the animations to humanoid animations, so all your humanoid avatars can use them.
Didn’t know Blender had Mechanim! Nifty
I’ve been doing all my humanoid stuff in unity like a caveman I guess
No, i mean how you would setup a humanoid model with a humanoid rig in Unity's Mechanim settings, if there are animations attached to the model it will convert those animations to humanoid animations once the setup is complete.
Downside is that if any non-humanoid bones (or bones in between humanoid transforms) have animation data, it will be discarded. So you'll lose some accuracy.
only humanoid avatars can use vr hands
is this kind of info documented anywhere?
also why? Anyone know how vrchat puts steamvr data to use?
I'm in the process of doing one big dive into 3D/VR, concurrently making my own VR headset, so I know what the data being fed to steamVR looks like but not how it's used to control avatars
i think this question goes here
i am trying to get the snail marker to work
but the dude goes into the animation tab
i dont have that
this is a better one
Do anyone remember one of those avatars with "vomit" effects? They have a way to use particle effects to cover someone or part of the environment with another material, does anyone happen to know how it's done?
most likely a shader
Oof.. got it
Are there even ways to find shaders like this? Or did the avatar maker wrote it themsalves
i've tried various crawling animations, but all of them are stuck on the first frame. i tried various settings but maybe i am missing something. Preview works fine, every other animation works perfectly ingame (idle, prone, dances, etc..)
did you try with "loop" checked ?
i dont think so, if i remember correctly did i only change settings under the 3 root categories
hey I'm trying to add kind of like a muzzle flash to my gun and I'm using Additive so it's slightly transparent. but whenever I try to add a texture to the particles it just comes off as a cardboard cutout type of billboard, which is not what I want. how can I make it so the rest of the particle that isnt the gunshot flash is transparent?
sorry I meant to say additive not diffuse
i am new to animating, i am confused by this scale, is it supposed to represent seconds or what? why does it animate so fast by default and how can i slow it to real-time?
oh, that's interesting, thanks for explaining
would you recommend any sample count? are animations usually performance intensive so lower is better?
for now i'm just moving a thing, rotating a few things and changing 1 shader property for all
I just use 60. FPS alone doesn’t determine lag, it’s how many keyframes. Interpolated curves are one per frame no matter what
that makes sense i guess, ty again
Yeah if you are using dense motion capture data it will cut down on file size. But most hand created animations that are mostly interpolation it makes little difference
how would I take a vmd file and music and put them onto one of the menu emotes?
as a person who has never made any avatar yet, should i bother trying to figure out how wheels work (i can't figure out how to turn them more than 180°) or should i just make a flying car?
i need some help with facial animations, has anyone here worked with Vroid models?
none of my face animations are showing up
HECK
I FOUND IT
there was a second "body" tab
someone knows why nobody can see my animation?
hmm, if riends cant see then idk sorry
don't worry n.n
hi everyone! I'm here to ask if someone know how make some animations to my character cause it doesn't have arms and hands so it's not recognized as a humanoid and I couldn't use the default ones
I also don't have any experience with the program
Hey
hey guys, do you know any advance animation tutorial?
as a person who has never made any avatar yet, should i bother trying to figure out how wheels work (i can't figure out how to turn them more than 180°) or should i just make a flying car?
@lime meteor make the animation additive and loop, then just rotate it like 1 degree. When the animation loops it will keep spinning
is there any way to set an animation to humanoid after being duplicated from its original model?
You mean the animation is currently made of rotations instead of muscle sliders?
i think so, got them from mixamo in a pack, but they don't seem to have a rig that they are attached to to be able to set that to humanoid
you should be able to add an animator and drop the animation file on it
I think he is referring to the animation import dialog that you get when a fbx contains a embedded animation - you can chose to keep the humanoid or generate rotation transforms
I don’t think that humanoid data is recoverable
It’s gone
You could try converter plugins but it was a destructive conversion
wait, there should be a prompt?
It was reversable until it was removed from its fbx
Nothing you did
Sounds to me like you just received it that way?
sort of
send me the animation file
Oh yeah just click on the one in the fbx and change it to humanoid then duplicate it out
i want to try something too

I just consider the Maximo FBX ia zip file, I export my animation and then delete them
noooo
send the file godamnit
yeah so after testing
I did what i said before
drop the animation on the animator and it's fine...
my turn to ask something
I have a model with 2 heads
one normal head and one with a full face blush
what would be the best way and most optimized way to swap them ?
Only switching the material on the head but I would have 2 materials instead of 1
having 2 different head mesh and swapping between them
or simply having a blendshape to make one smaller and the other bigger ?
Why two entire different heads? Most of the time the blush is hidden inside and brought out via blendshape
If you wanted to change the material but keep it as the same "material" in a sense, you can always have a larger atlas and move the offset of the UV from one atlas to the other
atlas is already fairly large and full of uvs, can't make it bigger
Not much else you can do that is on that level of optimization then, cant use blendshapes or other scaling methods as it will clearly shrink/grow instead of swap.
If it changes to a solid color you could try using a colored detail map that only effects a certain area and use that
@clear yew what app do u use
does anyone have an idea why transforming an avatar from genetic to humanoid will freak the animation if it is duplicated ?
i'm trying to re use an animation from one of my other character but fro some reason , the whole body is banking a bit from 5 - 10 °
frontward to backward etc
original :
duplicated :
hey guys, i have a emote toggle and i wanted to make something, that when i enable the toggle of one object, only when that emote toggle is on im able to turn on another totaly diferent object with other hand gesture
is it posible? i tried to just make the emote toggle turn on an object, and then a hand animation turn on the object inside the object that i wanna turn on, but it doesnt work at all
it works on unity but when i go to vrchat nothing happends
meh dunno
i'll probably need to merge a copy of your avatar on blender , hide one , show the other
but it isn't sure at 100% that it will work
Peeps, are particles still not capable of spawning sounds? Are there any workarounds? Or any chance in AV3?
it has been possible to do sounds on particle death for 2 years
@zinc gate what you're trying to do is 100% possible, something is just wrong with your animation
your approach is also correct
it has been possible to do sounds on particle death for 2 years
@proper hedge 👀Can you fill me in with some details? I searched up a few reddit post from past year, apparently they all said it's not possible without custom script
im not personally teaching the method for 2.0 anymore, although ive been supporting a package for it for a very long time. when 3.0 is released(possibly this week), there will already be packages for particle death animation on the vrlabs.dev patreon
Thanks for showing me this, I'd assume at least for the 2.0 method it's kinda hacky isn't it?
yeah it involved a lot of hierarchy and components, and it was overall hard to teach because of the complexity
@zinc gate what you're trying to do is 100% possible, something is just wrong with your animation
@proper hedge ok, i made an improvement, i added the activation toggle to my alredy made toggle and it works, when i toggle the emote on, and then i do my hand gesture it activates, all good, then i added that when i deactivate the emote toggle, i cant use the hand gesture anymore, and my whole avatar crashed
the animations dont work, sooo, nice
i have no fucking idea of what to do now to be honest, i did the exactly the same as when i toggle on the animation and it worked perfectly, i just changed the enable to disable and now all my animations dont work
this is what i did, the blue item is the default item on the animation and the red one is the one that i added, again this enable animation works like a charm, when i toggle the emote it works and both are activated, i did the same with the disable animation and it just dont work, no idea why, any help?
try to test with gesture manager and you might see what is wrong in unity
@zinc gate
try to test with gesture manager and you might see what is wrong in unity
@proper hedge ill try, thx man
try to test with gesture manager and you might see what is wrong in unity
@proper hedge BRO I FUCKING LOVE YOU, i dont know why but i did exactly the same with that addon and now it works
i could kiss you
can i also have help for my stuff ?
wish i could but i have no idea what is going on with your animation regarding the generic and humanoid rig differences
same here
sorry bud
if its not a hard animation you might me able to do it from zero?
bork?
thats the basic pose of the animation mode
you have to create a second avatar
make animations there
erase it and put them on your old one
na its not mine , but with my knowledge on animation , this gonna be horrible
like thats the base pose, your avatar its not going to be like that on vrchat
the only things that are going to change are the things you add into the animation, the rest its going to stay the same as it was before the animation
ah yeah maybe this will work
i was talking to justin tho
you guys think you could combine xiexe's inventory plugin with the poiyomi pro spawn in effect?
like make your jacket despawn in style
Hey would anyone be able to tell me what those sphere things are? Like the prefab of the animation(s) https://gyazo.com/18f9041b980332565ee86e437e285b02
is it possible to rotate a single animation?
with this animation is my character tilted sideways (only 1 hand touching the floor while crawling)
i would also like to tilt it forward, because now are my hands floating and feet touching the ground or hands touching the ground and feet sticking through the floor
helllo ree childs
Anyone know where to get a hand gesture with only the thumb and pinky out? :/
why don't you make it ?
is there an easier way of animating in unity?
what I mean by this is that if theres any plugin that lets be display the bones in 3D space instead of using the hirearchy
I have quite a lot of tails and finding the right one to animate takes a while
is there anyway to make things easier to animate on unity ?
i just want to make a hand gesture with a knife
but if i really need to modify each bones throw the tab i'm going to be crazy
I has made animation :3
:3
will that play like that in vrc?
Yes @digital comet
nice
@clear yew
I think you may understand
I have an gesture
It works when I toggle it
But when I turn it off there's a delay
And the fingers like slowly move out
I'm having an issue when I upload my avatar. I have an idle animation that gets messed up, I'm not really sure what causes it as it works perfectly fine within unity but not vrchat
and here it is, in-game. The eye lids work fine, it's just the ears
@tiny garnet sorry for pinging you but I just want to say how much I love your model, really good looking!
Thank you so much! I just really need some help with getting the animations to work properly lol
Yeah sadly I’m not good with animations 😦
I'v just been monitoring this channel for a while now until someone comes along with some help
its all good
the animator on the root model
yes, it is
yes I do
#avatar-help mayhaps
I don't think it's 3.0 causing the issue really, I have had the same problems happen on 2.0
well just creating avatars in general
hmm
the controller in the animator on the root model
is getting replaced by the one in the descriptor
but if that is what's happening wouldn't that just cause the animation not to play at all?
The animation is working, just umm... idk how to say it... really messed up...
can you not edit dynamic bone properties through animations? i mean there's properties in the animations tab to edit them and they work in unity, but not in vrchat and i'm wondering if that's a known thing or a bug
I'm actually not entirely sure about that, I've never tried before
i tried earlier and it didn't work at least in 3.0, not sure if it works in 2.0 tho and im too lazy to check
I do remember that you are able to edit the .meta files to get extra functionality out of your animations, ie turning things on or off or adjusting values that you normally wouldn't be able to. I don't remember exactly what you need to edit. If you do give it a try please, make a back-up of your files
What shader is used to make your avatar appear only in the mirror? I think that’s the coolest thing I’ve seen
Also I want to find a way to make my avatar invisible, I can’t find any tutorials on it :/
@foggy estuary probably poiyomi
Ok
How do I fix the bike pose thing? The post in the pinned messages isn't working for me, am on SDK3
@safe trellis I've fixed that sometimes by clicking on the avatar in the hierarchy and switching to the animation tab. Not sure if that's the right way or if its even supposed to do that, but saved me the last time I tinkered with animations without making a dupe first
I have another animation question. If I have an animation file that I want to extend the last frame out a few more seconds, how do I do that? Its a dying animation, but as soon as the body hits the floor the animation stops & resets.
@potent agate you can copy paste the keyframes that you need to a new one keyframe to extend it.
does it make sense to switch to sdk 3.0? i'm currently trying to get into making avatars and want to do animations now..
also are there any good guides i can follow?
Ive seen people come into game with avatars that have particle effects and music. Is there a showcase of these somewhere or any information about them build them, someone might reference me to? I love them <3
why the thumbs up?
How do you import animations from sfm to unity?
how do i make weapon shooting animation? my understanding is that when a trigger animation is more than one frame long it causes a problem called rubber banding.
Is there any way to separate these animations from the model?
duplicate them
hey guys, this happend when i do this animation, andi wanna make the rocks stay fix, not moving at all ,how do i do it? https://gyazo.com/f716d0e3461bc4f43f2ee87df08f4037
Hey guys I can't seem to change anything in the T-pose animation can someone help?
@zinc gate got to render alignment and set it to world
@elder silo it was in world, i found another fix, so its all god, i added a world constrait and put it, worked good when i configurate it a bit
anyone have a confetti particle
gonna explain my idea and i dont know how to make it actually happen: i want to have an spinning object spawn in floating behind my back (gonna put it into my upper-spine, so it stays relative to that) which is following me, when i run around. i already made animations but they stop when you start moving, gestures dont do that. enabling and disabling (hiding) the object with gestures isnt a problem, but since i want it to spin was my idea to put an animation on it. i could put the spin animation on the object on every animation my character has (idle, walking, running, prone, etc...) and just enable and disable it with gestures, but thats not a very smart way to do it. any idea?
So I'm working on a model that someone commissioned for me, adding AV3 stuff to it in Unity. I wanted to adjust an animation that triggers for both my left and right side, so that I could have it trigger from either side separately. I duplicated the blendshape for what I wanted and then made two more, and I was wondering how do I get these to show up in unity?
what is the trick to getting vrc to use my animation instead of bicycle posing me into the ground?
in AV3 btw
How do you import animations from blender to unity?
maybe this thing
I am trying to animate a particle system being turned on but the particles do not appear when the animation is played
I've got some super keyframe-dense mocap animations, is there any way to optimize this into curves?
aye can i get help from someone with unity and animations for enabling and disabling shit
im struggling
i have smd animation file that i like to make work in unity, how do i do that
Run into a weird thing in Unity; All I'm doing is replacing several materials on a single skinned mesh, but the moment I stop the animation recorder it reverts the change on a specific material slot.
Is there any way to cancel one animation with another animation?
How to make particles only emit once? Because i'm using a muzzle flash
you can use burst
I can't seem to find an animation override in unity so I don't know how I would override the default idle animation
Is there is a way to animate a dissolve shader that isn't point2point?
Using poiyomi
Heyo, Im trying to get/make a running/movement animation for an avatar where it simply floats in place but unsure how to do it O:
is there a way to set a viseme to happen when i do a certain gesture ?
i have a viseme that slides claws out of the hand
and i want it to happen when i do the 50% fist thingy
@daring merlin you go into animation of that gesture for fist (you can either do it yourself or duplicate the one that comes in the vrchat asset folder and then edit it) and then you add property> skinned mesh renderer > claw viseme and you put value 100 on it, make sure you put value 100 on all of the key frames of it (which usually are just two)
You make a duplicate of your model and in that model you put the animation override to test if it works first tho
@lost cliff the animation override is on the vrc SDK folder, you can search in the bar for "override" and you will find it from there.
ill try that
i'm trying to make an animation but when i slide the animation onto a copy of my model i get a lot of missing assets. Thing is I cannot relink them if the link is broken, pressing F2 doesn't work. Anyone knows why ?
im using the same anymations as a previous character, and normally its fine. broken links happen but i can normally fix them. not this one though
this is all using Avatars 2.0 , nothing new was imported.
it's all the ones related to the arms too
so I have this pet on my avatar 3.0 and his animation shows up in the world but not in the mirrors
?
how do i rename what i cirlced
in blender
?
those are blendshape properties
it's called shapekey in blender and that's where you rename them
no heres the thing
The fbx doesnt contain the animations
those animations were made BEFORE i translated the blend shapes
do u see what i mean
@clear yew
how do i tell whats what with translations in cats
@frozen oak its on the models options
it gonna translate all the visement
ik but i want to know which specific symbol become which english word
because theres some things i have to manually replace in unity
@fathom solar
ah , no idea
@frozen oak the ones that appear in your animation window are "A", "Smile", "Blink", in that order
Thanks! @silver egret
Does anyone know how to affect the rotation of an object in an animation rather than directly setting the rotation value?
Like I want to ADD or SUBTRACT rotation value instead of setting it directly.
Okay, I was told I need to use delta transform/rotation.
I have animations that play and appear OK to me, But when I speak with others they say I am in the floor, Any ideas why this happens?
just a quick question, if i have made shapekeys and then i change the mesh from the "basis", will all those shapekeys be destroyed?
very likely
oh noo omg, thanks tho. need to redo all of them...
since they use the "basis" mesh to move relatively to them
usually if you have shapekeys
and you want t oedit a mesh and you separated it
yeah that makes sense, i tested it out in game and my tongue is bugging out
it's best to remove all shapekeys
okay, thanks for the info tho!
is it possible to use the other faces somehow as well?
u could use a different texture for each face
but i don't think this is rlly optimised
wouldn't work. that's a UV, a material won't change that. I'd need 9 meshes with 9 different UV's, which already is a no for me.
Usually shaders allow offsets on the png, which you can animate as long as there are no other objects sharing that shader on the same mesh
just a quick question, if i have made shapekeys and then i change the mesh from the "basis", will all those shapekeys be destroyed?
@steep vortex No the shape keys don’t get destroyed but they will be affected by your modification of basis
Shape keys are just a list of positional offsets from basis, so if you add some thing to basis, it gets added to all shape keys
Once you have shape keys though there are certain operations that you simply can’t do on the model without breaking them
Pretty much anything scrambles your vertex order can’t happen
They are a bit more tolerant on 2.8+ as some operations were edited to conserve vertex order
@violet moss hey thanks for this explanation! So the thing is, i made an avatar and now i also redone all the shapekeys. And now at the end i noticed that my hands are too big. Is there any way to make them smaller without breaking the shapekeys?
when i tried it as it is, the simple blinking animation in unity already showed, that by every blink my hands are going back to their original size again, for a split second :/
Separate all the shape keys into unique static models that aren’t a shape key. Shrink the hands on all, then recombine as shape keys using join as shapes
@steep vortex
Annoying but that’s how I’d resolve it
okay i see, that sounds really tedious haha, now i need to think what is more tedious 😄
That is certainly a workaround, may cause headaches later
Does anybody know a good starting point for the values to use in dynamic bones for a tail?
That works great, @round lichen! Thank you very much!
I made my avatar blinking through an animator on the mesh renderer, how would I go about having custom emotes + blinking?
@round lichen Have you tried adding a dynamic bone collider to the head so ears can't go further than you want?, I see in the settings of it you have none, it might work
does anyone has SDK 2 crouch animation?
@silver egret oh no, i'll try, do u have any explanation abt the ears not moving for the up /down ?
@steep vortex For the emote it's in the SDK u have "CustomOverride" and if u want an animator on something, just add an animator on the tail for exemple or eyes and put the anim u want on it
What’s the best way to make my avatar not sink into every single vrc chair ever
Can I fix it on the avatar or does it have to be the world
@violet moss is your avatar smol?, if that's the case, that's something you can't fix, some worlds can have special seats with modifiers for small avatars tho
@round lichen I honestly have no idea, I would reset the values and test again to discard if any of the values is influencing them.
Yes my avatar is pretty small, is it something I can fix on the avatar itself? like I could move the sitting animation up, but it wouldn't be the same for every chair, I guess
it's not chibi, just like 4 foot
@silver egret do you know if it's posible to rotate for the "force" for dynamic bones include into the movement? ty for ur awnser
@violet moss Indeed, the root of the issue is that the seat expects you to be of a certain size and so trying to add an object to fool the seat would just mess up the way of your small avatar
i feel like if the origin of a sitting animation was the back of the knee lining up with the edge of the seat, it would work for any size armature
@violet moss update me if you find a workaround :3c
not sure if this is the right spot, but is there a method to trigger a sound upon particle collision?
Usually shaders allow offsets on the png, which you can animate as long as there are no other objects sharing that shader on the same mesh
@cold pulsar oh smart, that will work thx
Is there a way to use transforms for an animation without unity slapping me in the wrist for it?
I've been trying to remap an animation to my model's current hierarchy and unity is not having it.
Replicate the animation it is not an option for my smol brain
Please send help
Soo i put a simple blinking animation as animator controller onto the skinned mesh renderer of my avatar, it works fine in the game.
but then i want to have him laughing when i make the victory sign, so i made a new animation with a controller, put the animation into the "VICTORY" tab in the custom override animator thingy and put that into the "custom sitting/standing anims" tab in my avatar descriptor
and then this happens in the game, i guess it's interfering cause the blinking animation has a closed mouth obviously and the laughing animation has an open mouth?
How do I make animations where I place an object in front of me and it stays there, so that I can walk away with it staying there
im working on a car avatar, i have everything setup like the breaklight anims and such, however, no matter what i do, the wheels dont spin ingame but work fine in the editor
i didn't face issues like that with my other models, any ideas?
Hmm my avatar is already rigged a humanoid, I'm not sure what this error means
im having an issue with creating an animation that changes all the materials on my avatar, it keeps misplacing textures like this
is there a curtain process vrc uses for animation? I'm using the basic component w/ auto play but it doesn't auto play when used in vrchat, just normally
does anyone have cat purring sound clip to share?
@rustic oasis tried it myself and have no issues at all, it doesnt effect the other materials. how did you import your model. legacy or the other one? maybe it has to do with that. ↓
Some blendshapes appear fine in unity, but do not appear to work in vrchat. What causes this?
This is about hand gestures
Problem solved, the blend shape in question was set as the automatic blink shape
i made a bow and got a friend help me make an animation for the bow and im not too sure how i add it to the bow and make the bow work with an arrow that i have also modeled
does anyone know?
The bow needs an animation component
alright, how would i make a trigger so that the bow and the animation goes off at the same time since when i tried using a commponet it did not active when i picked up the bow ingame and what shoot should i put in the animation? since there is two
I would try to sync the animation start frame correctly or search timer in udon
ah alright, ill try doing that
@digital comet tried changing it to that but still having the same issue
A genuine question to Devs. will the Default animation from SDK 2 set out to public?
will they make overriding crouching animation possible, since everytime they change the crouch animation it creates more problems
so its not actually possible to make a custom crouching override?
not for 2.0
why do all my jigglebones stop working when i add an animator?
- is there a way to have an animation play out until the end without animator state change without having to set a custom exit time in the transition out?
hello, is it possible that the update broke gestures? because i can't have normal gestures anymore
every time i use a custom gesture, let's say thumbsup, my avatars are doing the thumbsup but it's like jumping back to idle face every 1 second again. and i created 3 different avatars since the update and it's happening to all of them
Make sure both keyframes in your animations are the gesture
yepp they are
like i said it always worked but since the update and my newly created 2.0 avatars it doesn't work anymore
I am having a bit of trouble following the documentation on how to setup face gestures. Does anyone have a tutorial on how to them?
Is there a way to copy a first half of frames and invert them to make it symmetrical
@median tiger thank you so much
yeah. I swear I read them like 10 times and I couldn't find anything other than what they are
and not how to use them in unity
the SDK comes with the default layers of animation controllers
but theres literally nothing describing how to connect the many dots
right. I saw the controllers but was dumbfounded after I found them haha
@sand trail good question did u put seats on it yet?
@sand trail good question did u put seats on it yet?
@frozen oak the seats are inside the tank i guess
Does anyone know where, other than Mixamo, i can find idle standing poses?? i'm looking for some cute ones (ping me if you do)
whast the difference between running and sprinting animations? also how do i properly select a walking animation to use? whenever ive chosen one in the past, it always looks weird, like it doesnt match up with the speed i move at
All my dances show me animated properly local. But to others I am seen in the floor. If I jump i now appear above floor to others, but tge animation loses its head tracking. Any ideas why this happens/how to fix?
Anyone know why the lay down animation is now broken since the update? It's supposed to look like this (placed in the proneidle override controller spot)
but now it looks messed up, with my legs bent and my arms fully extended https://media.discordapp.net/attachments/400164147654033419/744714209673216040/VRChat_1920x1080_2020-08-16_20-26-19.160.png?width=1118&height=629
seems to be this way with all different sized avatars of mine. Maybe something to do with the descriptor?
animation im using is attached. FYI, it works fine in desktop mode and when I take my headset off and the avatar goes into AFK mode
I hope you guys don't mind a crosspost; I wasn't sure whether this was a shaders or animation question. I have a set of nails on my hands and I want to transition the nails from black and shiny to pink and glittery. I have both materials for this created (they're both poiyomi just on different settings). But I can't get the effects to fade in to each other....the Animation tab doesn't seem to recognize the change. Is there some way I can fade a color into another color, and go from not glittery to glittery?
yes
Im almost certain that my problem has to do with head tracking
If I let animation track the head I end up in floor to everyone else except me, but if i leave the tracking on for the device it ends up right... just the head doesnt move during animation
I'm trying to do something pretty simple but unity is not behaving as I'd expect. I have a sphere with an effect inside, and I want text to rotate around it on the outside that says "Try standing inside!" I created a second sphere as a child with a transparent shader and applied the texture with the text to it, and animated its Y rotation to go from 0 to 360, but the animation seems to have a sort of acceleration and deceleration to it. It slowly starts to rotate, gets to a certain speed, then slowly slows down the rotation at the end before looping. What would I do to make it just continually rotate at a consistent speed?
@rare plume On your animation, select "curves" and select all your key points (CTRL A), right click and select FREE on BOTH TANGENTS
Oh I had no idea that was a thing, thanks so much @lavish scaffold!
Hey guys, i need to make a walking and sprinting animation for my tank avatar so that smoke and sound can come out of it. And a shooting animation with a bind if possible. Do i need blender to import animations for my character ? And i'm totally new, all i know to do is put on textures.
hey guys, i was making an audio animation but when i add the spartian audio script the sound its super low, any clue?
@sand trail I guess it depends on the animation's format you would need Blender or any program that can convert it for Unity. Shooting animation you'll be looking at particles.
Is there any way to let an animation track the head?
can someone help me understand this?
specifically this step here
do i make 3 more transitions but what do i put inside there?
@median tiger your controller https://s23527.pcdn.co/wp-content/uploads/2017/12/seoal-gate-01.jpg.optimal.jpg
is it possible to my avatar to change into a different avatar as an animation?
How do I do that> is it possible to my avatar to change into a different avatar as an animation?
@Dr.PickleCheese#8206
