#animation

1 messages · Page 129 of 1

tiny garnet
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Alrighty

north pendant
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You already have an override controller

tiny garnet
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now I think I see where I went wrong...

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Well thank you for the help

clear yew
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I do the animation but inside of VrChat no works (I need put it like emote)

tiny garnet
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I'm having the same issue lol

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but with gestures

clear yew
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What problem you have in gesture?

tiny garnet
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They just don't activate

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the default ones work perfectly fin

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fine*

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but with custom ones

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it just doesn't work

clear yew
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But is relationated with armature or object separate?

tiny garnet
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I animated it an a separate armature so i don't end up breaking the original one

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I just moved the animation from one to the other

clear yew
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Can be cause is relationated with other animation? I mean needs other animation for work

dapper marsh
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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 ?

split flower
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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.

violet moss
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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

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No need for animations you can just make them 100 by default

clear yew
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don't do that please

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having a shapekey permanently at 100 is very bad for performance

violet moss
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I learned that very recently. You can reverse them in blender

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But most people aren’t going to know how to do it

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And the avatar is sold that way

clear yew
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paid model ? my god, what a ripoff

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can't even shapekey properly 😔

violet moss
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He’s actually a pretty good modeler tbh. Just not aware of how shape keys effect gpu instancing.

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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

median tiger
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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?

violet moss
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That’s normal

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You are previewing the animation without the idle under it so it goes into default humanoid pose

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Is not a problem

median tiger
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and ingame using the animation

north pendant
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@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

tiny garnet
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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

median tiger
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@north pendant does that mean i have to use blendshapes or something?

north pendant
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@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?

median tiger
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for the purposes of this question i will say i am trying to make a wristwatch appear on my wrist

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and then later after an unspecified period of time i want to be able to make it disappear

north pendant
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Look into Xiexe's inventory system

median tiger
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not looking for an inventory system

tiny garnet
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you can use gestures

north pendant
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That's an inventory system at its core

median tiger
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@tiny garnet how

north pendant
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You are using emotes

tiny garnet
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well gestures are aniations

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that are a couple of frames

median tiger
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yes, but specifically how

tiny garnet
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if you use a gesture you could control your self on how long the watch appears

north pendant
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Tutorial it up dude

median tiger
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already did

north pendant
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Do it again

median tiger
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ended up embedded in the floor

tiny garnet
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well is the watch a mesh?

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a texture

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or something else

median tiger
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we will say the watch is an untextured cube

tiny garnet
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alright

north pendant
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How do you end up in the floor with a gesture 😂

median tiger
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i have created an animation file containing only object.isactive = true

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now what?

tiny garnet
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I just remembered something

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I think this will help, give me a moment

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I could be wrong though

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I'm just trying to help

median tiger
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i will take a look

north pendant
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If she's looking for a state machine for a toggle that's pretty much exactly what an inventory system is btw

median tiger
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hopefully AV3 comes out of beta soon :p

tiny garnet
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quick question about that

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whats the difference between AV2 and AV3?

median tiger
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huge

tiny garnet
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I haven't looked into it

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just saw it

north pendant
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You can find that on vrchat's website

median tiger
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its 4 days ago lol

tiny garnet
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alrighty xP

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thank you

median tiger
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scroll up a bit

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will answer all your questions within 2 minutes

tiny garnet
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will do

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thats a change

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that is quite a change

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alrighty

median tiger
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i can't wait

tiny garnet
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time to relearn everything xP

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yet I still know absolutely nothing

median tiger
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easy for me because i never learned anything in the first place :P

tiny garnet
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same here lol

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I know a little

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but not much

median tiger
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this guy keeps calling it a jester instead of gesture

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sigh

tiny garnet
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rip

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Could I maybe ask for your help for a second

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maybe?

median tiger
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my help will be limited at best but yes

tiny garnet
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alrighty, so I'm having an issue with the Skinned Mesh Renderer

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more specifically blinking

median tiger
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can't help

tiny garnet
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alrighty

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thank you for trying

median tiger
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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

tiny garnet
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that would be be nice

median tiger
median tiger
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what's up with this?

Keyframing translation on humanoid rig is not supported!

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Keyframing rotation on humanoid rig is not supported!

median tiger
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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?

violet moss
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You don’t have to.

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The animation will play fine in vrc

median tiger
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it doesn't though

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i end up in the floor

violet moss
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Did you delete the idle pose?

median tiger
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how would i know if i did

violet moss
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Ok I misunderstood

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If you are replacing the idle animation you need to actually be standing

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The easiest thing to do is to just add to the default idle

median tiger
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i am replacing emote4

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what is "just add to the default idle"?

violet moss
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Yeah that will wipe out the stand entirely and replace it with the one you add

median tiger
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man who knew it was so difficult to literally turn a cube on and off

violet moss
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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

north pendant
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I do vividly remember explaining exactly why it does that @median tiger

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It's really not difficult if you want to do it right

median tiger
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@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

north pendant
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You very confidently said you weren't making an inventory system, that would imply you know what an inventory system is

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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

crimson helm
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^ ben shapiro

north pendant
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thank you for contributing?

hybrid flare
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dose anyone have the files to "Over The Top" Dance?

hushed bluff
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is it possible to convert .ACT file into a .Anim file?

peak spire
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how do i make an emote loop until the character is moved in game

fathom solar
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click on the anim file and click on loop time

peak spire
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i did that. when i did the emote in game it just stopped

clear yew
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Emotes can only last ~60 seconds

peak spire
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it lasted 8

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thats how long the emote it and i cant get it to even go to 60 seconds

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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

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do i need to activate loop pose. set a cycle offset. what do i do. im going insanse

peak spire
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cool thanks for the help

north pendant
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19 minutes

digital comet
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🤣

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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

cedar thicket
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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

clear yew
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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

median tiger
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what is TDOF/Q/T?

untold plinth
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Need 1 Brain Dead Shitter for NAW ARENA TRIOS PC

smoky crown
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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

median tiger
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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

violet moss
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Yeah if you say some game objects are humanoid you have to animate them like they are. Can’t mix and match

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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

tiny garnet
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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?

violet moss
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You need avatar 3.0 SDK for that. Asymmetrical gestures are supported

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It’s impossible on SDK2

tiny garnet
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Why is that? Just wondering why if you are willing to explain

violet moss
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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

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So just wait for that to hit live I guess

tiny garnet
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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

violet moss
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I’m assuming you’re using SDK2.

tiny garnet
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Yes, yes I am

violet moss
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Nothing you change with the default animator will be used in VRChat. It will delete it and replace it with an unmodified one

tiny garnet
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Oh ok, got it

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Thank you for that

violet moss
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As of SDK3 your modifications will be used

tiny garnet
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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"

violet moss
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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

tiny garnet
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Mhm, thats what I was assuming too

violet moss
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So when you do in hand emote your secondary fake animator is not going to receive anything

tiny garnet
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Ya that sounds right

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It would be pretty nice if you could bridge the gap

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Like there was a script for that if it's even possible

violet moss
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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

tiny garnet
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xD

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When is 3.0 going to be released if anyone knows

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So I know when my avatars will be broken

violet moss
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This is going to be a growing theme for pretty much anything that is impossible right now...

tiny garnet
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Wait so when 3.0 releases isn't it going to break all avatars???

violet moss
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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

tiny garnet
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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

violet moss
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I think they want to avoid completely destroying the game with updates lol

tiny garnet
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Yup

violet moss
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When they do major unity updates that’s when you get the massive breakage

tiny garnet
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Is there any eta release date for 3.0?

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Ah ok, got it lol

violet moss
tiny garnet
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Alrighty

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thank you

violet moss
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I want it here yesterday but you know I have no idea. I just live on beta for now

tiny garnet
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Ah ok, got it

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Do you think I can ask you one last question, kinda completely un-related

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(it's for vrchat of course)

violet moss
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Go for it

tiny garnet
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Alrighty, so I'v been having an issue with skinned mesh renders

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This involves a little render labeled blink_left and blink_right, work perfectly fine within Unity when used

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Once in game nothing appears to happen in game, but if that animation triggers while the avatar is loading it does trigger

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but only for a short period of time

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and after the loading it never works again

violet moss
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So you have three separate skinned mesh renders?

tiny garnet
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Well I have two for the animation

violet moss
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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?

tiny garnet
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I'm just changing their values, ie just opening and closing eyes, thats really it

violet moss
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Try joining them in blender and assigning unique materials instead?

tiny garnet
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I can try that

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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

violet moss
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Multiple skinned mesh renders is a little odd to me, unless there’s a specific reason it’s necessary it should probably be avoided

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What is your means of closing the eye? What parameter do you modify

tiny garnet
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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

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Well what I am modifying is values for blink_left and blink_right thats in the Skinned Mesh Renderer

violet moss
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Blend shapes?

tiny garnet
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yup

violet moss
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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

tiny garnet
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Alrighty, I'll go do that, thank you for all the help!

median tiger
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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?

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it is literally just a 2 frame "move arm" thing

vernal crystal
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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?

north pendant
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@median tiger IK always takes over on your rig. If you want to force movement, constrain a copy rig/body to your actual rig

median tiger
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even on desktop clients?

north pendant
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@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

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I mean, you're trying it and it's not working

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2+2

violet moss
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If you want a basic standing base, SDK3 has a animation called proxy_stand_still you can base off of

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Though that means you have to install a separate SDK just to yoink a few animations lol

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But they have a bunch of poses in there

vernal crystal
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Ah, the problem is this isn't a standard Humanoid avatar. I think I figured out a workaround by manually setting the "Armature: Transformation".

rare lance
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How do you make animations for an avatar?

vernal crystal
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@rare lance Hmmm? That's a big question. I'll DM you a beginner's video

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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.

grizzled snow
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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?

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By simple I mean it just rotates the whole time

vernal crystal
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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.

grizzled snow
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Oh I should mention it's for a gesture

tranquil lily
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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

vernal crystal
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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.

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If you want the blinking that VRChat does by default be different then you need to change the shape keys in blender first.

tranquil lily
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Both blinking animations combines in that case

vernal crystal
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In what case?

tranquil lily
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when the avatar close his eyes and blink

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the shapekey value become 200

vernal crystal
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and like it overblinks?

tranquil lily
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exactly

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2 blinks combined

vernal crystal
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And this is just for regular blinking, not for an emote or hand gesture animation?

tranquil lily
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when I close my eyes with an hand gesture, the blinking animation controlled by VRChat combines and close even more my eyes

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left normal blink, right blink controlled by vrchat + my hand gesture to close my eye

vernal crystal
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OH, it IS for a hand gesture animation? Does regular blinking work correctly?

tranquil lily
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Regular blinking work just fine

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If I don't use blendshapes that uses the same vertices than the blink animation

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in a hand gesture

pliant dust
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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.

tranquil lily
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Yes I ve heard that it will work fine in 3.0

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But for now, I know their is a workaround, some avatars can blink and use hand gesture without both of them combine

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Is their some documentation how to do so ? a tutorial ?

cedar thicket
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How do you make audio on animations not quiet? No matter what I do, the music on my animations is almost inaudible

north pendant
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@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)

harsh gulch
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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

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I'm totally new to this so I have no clue

vast fern
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Unfortunately, nope. Neither in the current system, nor with Avatar 3.0.

violet moss
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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

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Would require avatar 3.0 tho

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@harsh gulch

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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

tranquil lily
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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)

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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).

vernal crystal
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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 😦

digital comet
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@tranquil lily thx will try that

violet moss
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@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.

digital comet
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@tranquil lily worked really well on mine too ❤️

median tiger
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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?

opal ore
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make sure its rig is set to humanoid

median tiger
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  1. how do i do that
  2. i think it is that already
opal ore
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If it is already then I'm not sure

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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

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or animation, can't remember the exact name and don't have unity open right now

median tiger
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  1. what is a fbx
  2. by "rig" do you mean "animator"?
opal ore
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did you download an avatar and click the scene box to load it in?

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Usually if you click the scene file it should do everything for you unless you are missing the assets the scene uses

median tiger
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kind of, but i have heavily modified basically every aspect

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except the verticies

opal ore
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ok, was assuming you didn't know anything

median tiger
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i dont know shit about animation yet

opal ore
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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

median tiger
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every youtube tutorial is "hey add this object enable" and then it ends

opal ore
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yep

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That not custom making a dance, simply learning how to use one thats already made

median tiger
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i made a .anim to move the muscles in an arm and enable an object, then added it into an override for a gesture

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in vrc the object enables but the arm does not move

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it is 1 frame long, 2 columns of dots

opal ore
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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

median tiger
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correct

opal ore
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If it was the rig not being set to humaniod then pretty sure it would be t-posing

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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

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or basic tail wag

median tiger
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yes this is basically the ears thing

opal ore
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depends on what you want your arm to do

median tiger
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move

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at all

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any amount

opal ore
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If you only want it to raise up then a transform/rotation will work.

median tiger
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that's what i tried first actually

opal ore
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frame 0 its in defualt, frame 1 it would be wherever you wanted it to be while doing the gesture

median tiger
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Keyframing rotation on humanoid rig is not supported!

opal ore
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hmmm

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thats weird

median tiger
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i think thats because theres a muscle controller on it

opal ore
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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

median tiger
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so i used muscles instead

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which was easier anyways

opal ore
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I haven't used a muscle controller, no idea how it works

median tiger
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the different meshes thing probably makes that way easier i bet

opal ore
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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

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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

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ended up having to remove the dance cause it made the hair spaz if I did any rotation or animations at all

median tiger
#

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

kind patio
#

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?

median tiger
#

copy and paste keyframes?

north pendant
#

Could probably multi select and scale the opposite direction, but I've never tried it so I don't know

livid gull
#

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.

north pendant
#

Make sure that's the right Body, in case you copied things from a different version of that avatar

livid gull
#

🤷‍♀️

#

@north pendant

north pendant
#

Did you check the blendshapes on your body mesh in unity?

livid gull
#

@north pendant where can I check that in unity?? I know how to in blender but not unity.

north pendant
#

In Body, there's a skinned mesh renderer. That holds your blendshapes, and you can adjust the sliders to affect them

livid gull
north pendant
#

Somehow you've avoided showing the contents of your avatar

livid gull
#

wdym???

#

content

north pendant
#

objects

#

hierarchy

livid gull
north pendant
#

and you're sure you're not muted

livid gull
#

Yeah ppl could hear me

#

had full on convos with ppl

north pendant
#

yeah i got nothing then. might need to redownload the sdk

livid gull
#

:c ok

torn ferry
#

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"

kindred trout
#

How can I make my audio play at the position my particles collide?

white plinth
#

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-

amber shale
#

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

white plinth
#

Ahh, I see T^ T A shame, but I can see why

violet moss
#

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.

clear yew
#

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.

noble shell
#

mixamo might have some

median tiger
#

i have one

clear yew
#

oo

clear yew
#

if you can dm me it that would be good

median tiger
#

enjoy

foggy estuary
#

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.

median tiger
#

ive been trying to figure that out for a week lmao

#

good luck

foggy estuary
#

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?

foggy estuary
#

Uhhhh uhhh

tiny jungle
#

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)

foggy estuary
#

Are you making the copy of the avatar and making sure the copy is in the exact place as your original copy?

tiny jungle
#

Yeah, it's just the emote forcing the avatar into that position. In game too, not just unity

foggy estuary
#

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

tiny jungle
#

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

smoky crown
#

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?

tiny jungle
#

Wouldn't you just need to make a custom idle animation and use that as an override instead of the default idle anim

smoky crown
#

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

daring merlin
#

question:

is there a way for a bone to rotate on its own ?

#

that like it rotates at a certain rate

peak spire
#

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

tiny jungle
#

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

smoky crown
#

It's all good, thank you!

heavy lily
#

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?

foggy estuary
#

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

heavy lily
#

Oh nvm.

brisk rain
#

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.

kindred trout
#

why everytime I try to override my idle animation my avatars would cross their legs so weirdly when they crouch

foggy estuary
#

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

proper hedge
#

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

foggy estuary
#

What shader can I use?

proper hedge
#

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

foggy estuary
#

Is poiyomis shaders on the asset store? And is it free 😬

proper hedge
#

you're probably going to be interested in a dissolve of some sort

#

poiyomi's shader is free but there are also paid versions

foggy estuary
proper hedge
#

just join their discord and get it that way as a package

foggy estuary
#

Their discord has the one that turns me invisible right? I don’t need to pay?

proper hedge
#

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

foggy estuary
#

Ok do you know how to prevent the name tag from being hidden? I don’t want to get banned

proper hedge
#

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

foggy estuary
#

Ok I’m gonna hope I don’t accidentally hide it

proper hedge
#

you'll be fine, that rule is not enforced with 0 judgement

foggy estuary
#

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

smoky crown
#

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

noble shell
#

3.0 avatars should be able to use floats so you can change gesture set to another one , 2.0 i got no idea

smoky crown
#

Yeah I'm trying to get it to work on 2.0 since we still dunno when 3.0 will be out

noble shell
#

🤷‍♀️ yeeh i kinda stopped everything on hold for 3.0, its such a big difference

smoky crown
#

I just don't wanna force everyone to download the beta to be able to see me lol, but I can't wait

fresh estuary
#

Hi-- can you put multiple Animators on one object (e.g. the Armature)?

#

I thought you couldn't . I just wanted to check.

noble shell
#

You can use layers in the animator to do more then one thing, on same object

fathom solar
#

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

#

the animation is just a rotation of 180°

foggy estuary
#

When doing an animation, the avatar switches to the avatar with that animation right? It doesn’t just paste over your current one?

clear yew
#

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

kindred trout
#

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.

next ridge
#

uhmmm make sure you delete the keyframes that are automatically created about 1 second in if your animation is shorter than that

kindred trout
#

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

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

kindred trout
#

I have come across some players doing the animation you want, and that's what they told me to do.

next ridge
#

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?

kindred trout
next ridge
#

the third set there returns to the original position right?

#

hmmmm

kindred trout
#

yeah

next ridge
#

I have a similar thing set up on this model I'm doing

#

uhhhh

#

I have loop pose unchecked?

#

if that does anything

kindred trout
#

there is still delay when unchecked

#

and it claims that loop pose can make your animation loop seamlessly....

next ridge
#

hmmmmm

#

when the animation repeats it just waits a second before starting?

kindred trout
#

it looks like it is

next ridge
#

could you click the curves tab at the bottom and send what that looks like?

kindred trout
next ridge
#

need to widen the view so the other lines show

#

just scroll wheel down

kindred trout
next ridge
#

oh uhmmmmmm

#

what is the animation doing exactly?

kindred trout
#

it rotates a circle

next ridge
#

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!

kindred trout
#

trying

next ridge
#

remember to enable loop pose if you turned that off, sorry I mentioned that earlier but you had it right the first time

kindred trout
#

it works now!

next ridge
#

Yay!!!

kindred trout
#

didn't know curves can do something like this

next ridge
#

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 ^^

foggy estuary
#

when i do animations how do i fix my fingers to be the gesture im making instead of a claw

winter sundial
#

DL the default animations and overwrite them, rather than making new ones

#

you can also copy the hand movements from working default animations

foggy estuary
#

what do you mean by dl

winter sundial
#

download

foggy estuary
#

Ooh

winter sundial
#

not sure if theyre in the sdk or whereever

foggy estuary
#

Do you know a tutorial on YouTube that could help me better?

winter sundial
#

in vrc right now, sry, try searching fir vrchat + gestures

fathom solar
#

@foggy estuary oh sorry dude I was asleep, no, it just show the knife which is linked to the wrist

next ridge
#

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

clear yew
#

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

next ridge
#

oh how do you enable an animator attached to armature in an animation?

clear yew
#

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

next ridge
#

ooooh

#

how do you do that?

clear yew
#

refer to those video if you want a more in-depth explanation

https://youtu.be/GHjWF4yflRU

https://youtu.be/sbL9k0VA4OY

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...

▶ Play video

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...

▶ Play video
next ridge
#

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

clear yew
#

it is
i don't like those type of game normally but i loved this one
can recommend

#

very chill game

next ridge
#

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?

clear yew
#

it's a script that he made

#

check his description

next ridge
#

ohh aaaaa thanks!

next ridge
#

aah its working thank you so much!

noble shell
#

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

next ridge
#

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

gray harbor
#

@muted prairie here

muted prairie
#

Yes that's 210 seconds

gray harbor
#

Yeah sooooooo????

#

I don’t get it lol

muted prairie
#

I said the max was 60 seconds

gray harbor
#

I’m sorry I’m just new to making avatar this is my new one

muted prairie
#

I hope you know basic calculus

gray harbor
#

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

muted prairie
#

?????????????

#

I said 60 was the max

gray harbor
#

How do people do it Over 61 sec then lol, I saw person do it more longer believe me

muted prairie
#

If you want three minutes of emote, separate into three parts with different emotes

gray harbor
#

OHHHHHHH

#

oops

#

Sorry

#

I was saying

#

I’m so stupid

clear yew
#

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

gray harbor
unique plover
#

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?

violet moss
#

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

unique plover
#

It's not humanoid. What do you mean by "blender is going to spit out generic animations?"

violet moss
#

Blender animations when imported to unity come in as generic animations

#

Which is fine if you aren’t using humanoid

unique plover
#

generic animations as opposed to what? If I make a humanoid avatar in the future I'd like to know

violet moss
#

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

languid wyvern
#

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.

violet moss
#

Didn’t know Blender had Mechanim! Nifty

#

I’ve been doing all my humanoid stuff in unity like a caveman I guess

languid wyvern
#

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.

unique plover
#

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

daring merlin
#

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

small pebble
#

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?

clear yew
#

most likely a shader

small pebble
#

Oof.. got it

#

Are there even ways to find shaders like this? Or did the avatar maker wrote it themsalves

radiant snow
#

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..)

clear yew
#

did you try with "loop" checked ?

radiant snow
#

i dont think so, if i remember correctly did i only change settings under the 3 root categories

grave ibex
#

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

lime meteor
#

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?

violet moss
#

Seconds:frames

#

How many frames per second is what you entered on the left

lime meteor
#

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

violet moss
#

I just use 60. FPS alone doesn’t determine lag, it’s how many keyframes. Interpolated curves are one per frame no matter what

lime meteor
#

that makes sense i guess, ty again

violet moss
#

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

fossil vigil
#

how would I take a vmd file and music and put them onto one of the menu emotes?

lime meteor
#

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?

daring finch
#

i need some help with facial animations, has anyone here worked with Vroid models?

daring finch
#

none of my face animations are showing up

#

HECK

#

I FOUND IT

#

there was a second "body" tab

elfin holly
#

someone knows why nobody can see my animation?

daring finch
#

that likely due to safety settings of other players

#

what rank are you?

elfin holly
#

known User

#

even my friends can not see it

daring finch
#

hmm, if riends cant see then idk sorry

elfin holly
#

don't worry n.n

midnight zodiac
#

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

heavy widget
#

Hey

zinc gate
#

hey guys, do you know any advance animation tutorial?

violet moss
#

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

nimble ridge
#

is there any way to set an animation to humanoid after being duplicated from its original model?

violet moss
#

You mean the animation is currently made of rotations instead of muscle sliders?

nimble ridge
#

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

clear yew
#

you should be able to add an animator and drop the animation file on it

violet moss
#

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

nimble ridge
#

wait, there should be a prompt?

violet moss
#

It was reversable until it was removed from its fbx

#

Nothing you did

#

Sounds to me like you just received it that way?

nimble ridge
clear yew
#

send me the animation file

violet moss
#

Oh yeah just click on the one in the fbx and change it to humanoid then duplicate it out

clear yew
#

i want to try something too

nimble ridge
#

oh, there we go

#

now to duplicate every single one

clear yew
violet moss
#

I just consider the Maximo FBX ia zip file, I export my animation and then delete them

nimble ridge
clear yew
#

send the file godamnit

nimble ridge
#

fine 🤷‍♂️

#

there you go

clear yew
#

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 ?

cold pulsar
#

Why two entire different heads? Most of the time the blush is hidden inside and brought out via blendshape

clear yew
#

see my pfp ? that's basically the model

#

the whole head turn red

cold pulsar
#

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

clear yew
#

atlas is already fairly large and full of uvs, can't make it bigger

cold pulsar
#

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
#

hmm

#

maybe that could work

cursive pulsar
#

@clear yew what app do u use

clear yew
#

wdym what app ?

#

blender

#

unity

#

the usual

fathom solar
#

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

zinc gate
#

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

fathom solar
#

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

small pebble
#

Peeps, are particles still not capable of spawning sounds? Are there any workarounds? Or any chance in AV3?

proper hedge
#

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

small pebble
#

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

proper hedge
#

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

small pebble
#

Thanks for showing me this, I'd assume at least for the 2.0 method it's kinda hacky isn't it?

proper hedge
#

yeah it involved a lot of hierarchy and components, and it was overall hard to teach because of the complexity

zinc gate
#

@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?

proper hedge
#

try to test with gesture manager and you might see what is wrong in unity

#

@zinc gate

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

fathom solar
#

can i also have help for my stuff ?

proper hedge
#

wish i could but i have no idea what is going on with your animation regarding the generic and humanoid rig differences

zinc gate
#

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

fathom solar
#

na its not mine , but with my knowledge on animation , this gonna be horrible

zinc gate
#

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

fathom solar
#

ah yeah maybe this will work

zinc gate
#

i was talking to justin tho

fathom solar
#

mh

#

that hurt alot

glad remnant
#

you guys think you could combine xiexe's inventory plugin with the poiyomi pro spawn in effect?

#

like make your jacket despawn in style

blazing bluff
radiant snow
#

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

tardy flume
#

helllo ree childs

clear yew
#

Anyone know where to get a hand gesture with only the thumb and pinky out? :/

#

why don't you make it ?

sick loom
#

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

fathom solar
#

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

livid nacelle
clear yew
#

I'm going to stab you

#

🗡️

livid nacelle
#

:3

digital comet
#

will that play like that in vrc?

livid nacelle
#

Yes @digital comet

digital comet
#

nice

potent gyro
#

@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

tiny garnet
#

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

broken ore
foggy estuary
#

@tiny garnet sorry for pinging you but I just want to say how much I love your model, really good looking!

tiny garnet
#

Thank you so much! I just really need some help with getting the animations to work properly lol

foggy estuary
#

Yeah sadly I’m not good with animations 😦

tiny garnet
#

I'v just been monitoring this channel for a while now until someone comes along with some help

#

its all good

clear yew
#

the animator on the root model

tiny garnet
#

yes, it is

clear yew
#

oh wait

#

you use avatar 3.0

tiny garnet
#

yes I do

clear yew
tiny garnet
#

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

clear yew
#

hmm

#

the controller in the animator on the root model

#

is getting replaced by the one in the descriptor

tiny garnet
#

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...

stiff sorrel
#

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

tiny garnet
#

I'm actually not entirely sure about that, I've never tried before

stiff sorrel
#

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

tiny garnet
#

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

foggy estuary
#

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 :/

stiff sorrel
#

i dont see anything in the animation meta files

#

or at least nothing useful

proper hedge
#

@foggy estuary probably poiyomi

foggy estuary
#

Ok

safe trellis
#

How do I fix the bike pose thing? The post in the pinned messages isn't working for me, am on SDK3

potent agate
#

@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.

silver egret
#

@potent agate you can copy paste the keyframes that you need to a new one keyframe to extend it.

broken ore
clear yew
#

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?

trim gazelle
#

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

clear yew
#

why the thumbs up?

torn wing
#

How do you import animations from sfm to unity?

lyric edge
#

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.

torn wing
clear yew
#

duplicate them

zinc gate
wicked shore
#

Hey guys I can't seem to change anything in the T-pose animation can someone help?

elder silo
#

@zinc gate got to render alignment and set it to world

#

bottom of particle system

zinc gate
#

@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

near brook
#

anyone have a confetti particle

radiant snow
#

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?

half dragon
#

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?

median tiger
#

what is the trick to getting vrc to use my animation instead of bicycle posing me into the ground?

#

in AV3 btw

torn wing
#

How do you import animations from blender to unity?

median tiger
#

maybe this thing

austere wadi
#

I am trying to animate a particle system being turned on but the particles do not appear when the animation is played

violet moss
#

I've got some super keyframe-dense mocap animations, is there any way to optimize this into curves?

manic vector
#

aye can i get help from someone with unity and animations for enabling and disabling shit
im struggling

lime crown
#

i have smd animation file that i like to make work in unity, how do i do that

fathom solar
#

they gonna be fucked most of the time

#

dn why

proud laurel
#

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.

tiny garnet
#

Is there any way to cancel one animation with another animation?

plush python
#

How to make particles only emit once? Because i'm using a muzzle flash

clear yew
#

you can use burst

lost cliff
#

I can't seem to find an animation override in unity so I don't know how I would override the default idle animation

austere wadi
#

Is there is a way to animate a dissolve shader that isn't point2point?

#

Using poiyomi

mild needle
#

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:

frozen oak
#

Anyone know how to switch out these blend shapes

daring merlin
#

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

silver egret
#

@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.

daring merlin
#

ill try that

dull sleet
#

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

light vessel
#

so I have this pet on my avatar 3.0 and his animation shows up in the world but not in the mirrors

clear yew
#

?

frozen oak
#

how do i rename what i cirlced

clear yew
#

in blender

frozen oak
#

those are anims files

#

not fbx

clear yew
#

?

frozen oak
#

the body has been translated

#

but the animations werent updated

clear yew
#

those are blendshape properties

#

it's called shapekey in blender and that's where you rename them

frozen oak
#

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

frozen oak
#

how do i replace these missing ones

#

idk how the japanese ones were translated

fathom solar
#

the one that you selected is a

#

(i think)

#

yeah its a

frozen oak
#

how do i tell whats what with translations in cats

fathom solar
#

@frozen oak its on the models options

frozen oak
#

wym?

#

I wana see a log of what turned into what

fathom solar
#

it gonna translate all the visement

frozen oak
#

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

fathom solar
#

ah , no idea

silver egret
#

@frozen oak the ones that appear in your animation window are "A", "Smile", "Blink", in that order

frozen oak
#

Thanks! @silver egret

vernal crystal
#

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.

vernal crystal
#

Okay, I was told I need to use delta transform/rotation.

unkempt perch
#

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?

steep vortex
#

just a quick question, if i have made shapekeys and then i change the mesh from the "basis", will all those shapekeys be destroyed?

clear yew
#

very likely

steep vortex
#

oh noo omg, thanks tho. need to redo all of them...

clear yew
#

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

steep vortex
#

yeah that makes sense, i tested it out in game and my tongue is bugging out

clear yew
#

it's best to remove all shapekeys

steep vortex
#

okay, thanks for the info tho!

digital comet
fathom solar
#

u could use a different texture for each face

#

but i don't think this is rlly optimised

digital comet
#

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.

cold pulsar
#

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

violet moss
#

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

steep vortex
#

@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 :/

violet moss
#

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

steep vortex
#

okay i see, that sounds really tedious haha, now i need to think what is more tedious 😄

violet moss
#

It is tedious

#

I’m sure someone made a macro

steep vortex
#

@violet moss i found this in the internet and so far it works!

violet moss
#

That is certainly a workaround, may cause headaches later

dusty solar
#

Does anybody know a good starting point for the values to use in dynamic bones for a tail?

round lichen
#

anyone know for my problem ? ;u;

dusty solar
#

That works great, @round lichen! Thank you very much!

steep vortex
#

I made my avatar blinking through an animator on the mesh renderer, how would I go about having custom emotes + blinking?

silver egret
#

@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

tribal quail
#

does anyone has SDK 2 crouch animation?

round lichen
#

@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

violet moss
#

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

silver egret
#

@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.

violet moss
#

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

round lichen
#

@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

silver egret
#

@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

violet moss
#

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

silver egret
#

@violet moss update me if you find a workaround :3c

opaque mica
#

not sure if this is the right spot, but is there a method to trigger a sound upon particle collision?

digital comet
#

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

silver egret
#

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

steep vortex
#

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?

silver eagle
#

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

clear yew
#

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?

flint ivy
#

Hmm my avatar is already rigged a humanoid, I'm not sure what this error means

rustic oasis
#

im having an issue with creating an animation that changes all the materials on my avatar, it keeps misplacing textures like this

shy sage
#

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

primal pasture
#

does anyone have cat purring sound clip to share?

digital comet
#

@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. ↓

worn turtle
#

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

crisp whale
#

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?

shy sage
#

The bow needs an animation component

crisp whale
#

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

shy sage
#

I would try to sync the animation start frame correctly or search timer in udon

crisp whale
#

ah alright, ill try doing that

rustic oasis
#

@digital comet tried changing it to that but still having the same issue

clear yew
#

im sad now
the laying animations in vr is broken

#

anyone have a updated one

tribal quail
#

A genuine question to Devs. will the Default animation from SDK 2 set out to public?

kindred trout
#

will they make overriding crouching animation possible, since everytime they change the crouch animation it creates more problems

tawdry birch
#

so its not actually possible to make a custom crouching override?

kindred trout
#

not for 2.0

median tiger
#

why do all my jigglebones stop working when i add an animator?

median tiger
#
  1. 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?
clear yew
#

how do you make world space objects again?

#

parent constraints?

steep vortex
#

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

hearty depot
#

Make sure both keyframes in your animations are the gesture

steep vortex
#

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

regal mural
#

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?

frozen oak
#

Is there a way to copy a first half of frames and invert them to make it symmetrical

median tiger
regal mural
#

@median tiger thank you so much

median tiger
#

one of the first things you learn is how incomplete the vrc docs are

regal mural
#

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

median tiger
#

the SDK comes with the default layers of animation controllers

#

but theres literally nothing describing how to connect the many dots

regal mural
#

right. I saw the controllers but was dumbfounded after I found them haha

median tiger
#

i just had to keep slamming my head against a wall

#

eventually this popped out:

sand trail
#

Hello people. How can i make my tank avatar shoot ?

#

With a bind if possible

frozen oak
#

@sand trail good question did u put seats on it yet?

sand trail
#

@sand trail good question did u put seats on it yet?
@frozen oak the seats are inside the tank i guess vrcThinking

vocal crystal
#

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)

vestal fulcrum
#

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

unkempt perch
#

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?

novel dune
#

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)

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seems to be this way with all different sized avatars of mine. Maybe something to do with the descriptor?

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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

fresh estuary
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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?

median tiger
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yes

unkempt perch
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Im almost certain that my problem has to do with head tracking

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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

rare plume
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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?

lavish scaffold
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@rare plume On your animation, select "curves" and select all your key points (CTRL A), right click and select FREE on BOTH TANGENTS

rare plume
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Oh I had no idea that was a thing, thanks so much @lavish scaffold!

sand trail
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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.

zinc gate
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hey guys, i was making an audio animation but when i add the spartian audio script the sound its super low, any clue?

undone glade
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@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.

unkempt perch
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Is there any way to let an animation track the head?

glad remnant
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can someone help me understand this?

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specifically this step here

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do i make 3 more transitions but what do i put inside there?

violet moss
median tiger
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accurate

foggy estuary
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is it possible to my avatar to change into a different avatar as an animation?

foggy estuary
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How do I do that> is it possible to my avatar to change into a different avatar as an animation?
@Dr.PickleCheese#8206

undone glade
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well that's avatar 3.0

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but the set up requires many animations

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mine has two different skinned mesh renderers on one armature

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and thanks to 3.0 I could make it a toggle, so it's just the matter of making your middle man pretty much