#animation
1 messages · Page 131 of 1
thats how i have it set up and its still not spawing at all
the animation is just turning the object on and then off a couple seconds later
Well if the object is disabled then yeah
it needs to be on by default then 😮 i havent screwd with animtions forawhile im running on fumes. sorry if im kinda dumb right now
If it's not on by default then yeah, it won't play
One question, when exporting an unity package of an avatar, how do I export only the dynamic bones setup without the entire dynamic bones asset? (Since I'd prefer others bying it from the assets store)
If they're setup in the prefab you made of your avatar then people need to import the db asset first and then the package iirc
But like, I exported a package and made a new project without the DB asset installed to test it out, and when I imported the package, there were things missing like shaders (which is supposed to happen) but the DB were working well there, like it didn't seem I needed to install the asset from the Unity Story

I require assistance-
I'm currently working on a butterfly avatar with animations that activate when doing a certain gesture, but I'm having some trouble. I know how to spawn props with gestures, but I'm not fond of activating animations with gestures. Could someone experienced DM me and tell me what I'm doing wrong?
So, I'm trying to animate the avatar.
From what it looks like, it has no bones. If it does, I have no idea how to see them.
I'm trying to add gestures that makes the character hold an item, for context.
Hi, I have an existing model with animations that I've applied to it. for some reason, the animations are all halfway into the ground, and I don't seem to have the position options that people did when google searching. see:
I'm not really sure what to look for...
eh- I tried a newer variant of this model and its animations seems to be correct on the plane. I'll just work with that instead 🙂
So, been trying to obtain longer animations, kinda to get some dance emotes I have to not get cut off 10 seconds or so into it.
I've been using this video: https://www.youtube.com/watch?v=9DwNxirwzCw
and this reddit post: https://www.reddit.com/r/VRchat/comments/asqgir/help_is_there_a_time_limit_on_emotes_gestures/egwmomu?utm_source=share&utm_medium=web2x&context=3
As a tutorial on how to do so, that said... when I try: 1. Animation starts playing by default without me pressing the buttons associated with the animation and 2. If I do, sometimes part way through it the model spazzes out and is like there's two of the model there as it plays out.
If anyone can help me with this it'd be appreciated, feel free to ping me.
Discord for contact is Sir Matrix#1337.
Im also in the vrchat discord group as well
I dunno where else to ask a question about particle systems, so here goes
how can I make a particle switch direction midflight?
I want individual particles to make a sharp turn to a random direction
I feel like the answer is in the noise component but I don't know how to make the turns sharp instead of curvy
I'm trying velocity over lifetime but setting it to random between two curves gives it a chance of having very low velocity; I prefer the particles keep their speed when changing direction
Once again can someone help me with getting a blink animation to work? I have created the blink animation with blendshapes, set it to loop and have it connected in the animation controller on the avatar body. The blink doesn't show up in Unity unless i turn the body off and on again..
https://cdn.discordapp.com/attachments/390924344475254792/660014552666210354/unknown.png this is how it looks like
the Blink Example has the animation attached in the slot
If the face isn't its own mesh then i don't think that'd work
well theres body clothes hair and it worked with 1 body back then and i did the same
So I'm trying to animate a material swap, but the keyframe recording thing isn't picking up any material changes
Also i forgot to mention I don't actually know how to make a material swap
Someone just told me to switch materials with the keyframe recording thing active so that's what I did
Do any of you know how to make an animation just to play a sound and do nothing else? When I create this animation, the sound plays but also my character enters that motorcycle pose
You're supposed to make your animations on a clone of your avatar, to avoid having that happen
But i did
The avatar is not broken in that position forever, it only enters this position when the animation is playing. When the sound stop, it goes back to normal.
https://gyazo.com/3f972b869f2b915de81486fe5c8209fa i have this problem trying to get some animation for the avatar have the sword on the hand
Is there an easy way to mirror bone animations to the opposite side in unity?
you mean like flip the entire animation? or if you have half of one animation, you want it to also affect the opposite side?
cause for flipping the entire animation it's really easy
@opaque cloud The entire animation so it's mirrored to the arm on the opposite side
Or wait I guess it's only half since I animated the left arm already and I just need it to do the same on the right arm
There's a way for do fade in or fade out in animation for a model?
You mean like a dissolve?
Is there a way to edit the base idle animation on an avatar?
@clear yew I solve the problem (more or less), the new problem i have the avatar descend from the sky and stop in your view (In Unity works correctly) but in vrchat it stuck in sky XD
@opaque cloud where do you drop the material? looks like youre dropping it in the fbx file if I'm not wrong
yea I'm slow
anyone got a link to that animal-like all fours run animation some people have on their avatars?
@opaque cloud Thanks! Think that’s the one.
anyone know why everything on the animation tab for customoverrideempty is showing as "read-only"? even tried to make the duplicate of it but still the same issue
https://drive.google.com/file/d/1rPbe738c6b9paWTq35qnW2-Z5q6YOvBU/view
i made a Look-above Sleep animation that replace PRONEIDLE for Non-Full Tracking VR Users, This animation replaces PRONEIDLE in CustomOverrideEmpty, so You just insert this Animation file to PRONEIDLE in CustomOverrideEmpty, This works well with Oculus Rift CV1, but I couldn't test another VR model, Can anyone Test this Animation with Another VR Model and Tell me Works Well?
Hey guys, I'm trying to remove the automatic blinking animation off of a model and having trouble doing so. I'm very new to unity and blender.
I've tried merging the eyebones to the head in blender
I've also tried going into the blendshapes and renaming the blink left and blink right to just blink and blink.001, I was using the cats plugin for both of these methods
After doing that, I hit fix avatar using cats, and import it back into unity, but the model either ends up looking like a blob in unity, or it looks fine in unity but becomes deformed in vrchat.
Any help would be greatly appreciated, I've been trying for like a whole day at this point.
use cats to create the eye tracking again but use sli blendshape in all the slots for blink in cats
oh wait, you can use basis too, that might be better
Should I turn down the eye movement range?
you can go in testing mode to check if it needs to be turned down or up
but a question, this is a new model rigth?
Yeah Its from a fresh unity project from the unity package it came in
After I create the eye tracking do I need to hit fix model? Or can I just export it?
oh than, i would recommend upgrading it to av3 before continuing
What will that do?
in av3 you wont have to do all the eye tracking stuff in blender, it opens up a lot of new features for the avatar, and makes things easier to setup and work with
Okay how do i do it then?
you have to download the newest sdk from the website and install it in a new project
pretty much what you did when you first installed sdk2, or when you upgrade
In one of my gestures, I have it set to stick out the tongue, it works when I preview it but ingame the mouth just twitches really fast.
Im assuming its just looping really fast but idk how to change it
are both of your keyframes set to make the tongue stick out?
Is it possible to name material references, so animation properties are easier to read instead of Material Reference[6]
@opal prism the cats plugin have an option do disable eye blinking when you make the visemes
I fixed it already dont worry
Does anyone have an animation for a Gangnam Style dance?
Currently working on a Character that is able to switch Equipment (currently 4 Different Outfits with the possibility to show/hide head-gear).
I want to add a nice visual effect when switching gear, but I'm not familiar with Visual Effects/Particle systems :S
Maybe someone could help me with this?
I want a particle effect similar to this:
For those who do particles, I am currently trying to make it so that when I fire my crossbow, it will fire just one bolt and the bolt persists after the gesture ends. I tried toggling emission, but it does not work unless it is looping. How is this possible for when I just want the particle to come out just once each time I pull the trigger?
Sounds like you need to make the bolt a world particle instead of local
am here lumpy my boy
Ok so
All you need to do is find the Override Animator in your Unity files
It should have installed when you added the SDK to unity
okay ill look for it
I believe they put it at the very end of the "Examples" folder for some reason
To make it easy, Drag that override animator to "Assets" in the left side bar there
Yes exactly
The bolded assets, yes
Now, let's see what kind of animations you have
Oh, you have custom overrides in there already!
:0? oh? then why is it not workin >:((
im all like VERY new to this so sorry if i seem pretty dumb
Those three in the top lft corner
ive been trying to figure all this out for the past like 3 hours 😢
Click on them and show me what they look like
Yeah
Looks like you selected the idle sitting one
You'll probably wanna find the idle standing one
Alright, so select the object with the Avatar Descriptor attached to it, and drag that animator into the standing override slot
And do the same for the sitting one in the sitting slot
okay ill do my best
okay i THINK this is right?!?!?!
im ngl i was like "oh jesus idk what their talking about AT all" but i think i did it
and then the lipsink do i leave it at default bc when i went into vrchat when i spoke it wasnt movin
Woah no there buster
You didn't set your lipsync at all
that's why it wasn't working
ooohh what do i set it too?
Just press "auto-detect" and it should work
okay :> i pressed auto detect and i think this is good
Perfect
can i upload it now :DDDD
Now all that should need to be done is to upload it and see how it all works
:DDDD omg thank you, you saved me such a headache dude you have no idea
Just note that I've had issues with idle animations with SDK2
i guess ill go see how it is in a min here
if something looks funky on your Idle you might need to remove it
okay ill keep it in mind
not the overrides, just the idle animations in the overrides
okay!!! thank you again :DDDD
np
it works!!! thank you so much
Try sitting down, that's where I have issues with custom idles on SDK2
alright so for a avatar i got a gesture including a object that i want to have rotating constantly and i dont know what to do to create this effect. help?
okay :> i pressed auto detect and i think this is good
@sand snow
Why is E set to eyes wide and not EE
Can you fix that? Otherwise when you say E your eyes are gonna move. Unless that was intentional lol
In one of my gestures, I have it set to stick out the tongue, it works when I preview it but ingame the mouth just twitches really fast.
@opal prism
One of the 2 frames there is not the same as the other. Try copying the first one to the second one
Any idea why when im doing animations, whenever i try to change the shape of the hand, the finger starts twisting rly fast like crazy?
for example im tweaking the thumbs up hand gesture, and when i slightly adjust the thumb, the thumb starts having a seizure lol
hold up is the answer just above my question? xD
Yes
yeah i figured out, legit used the search function to saw that the answer was above me haha
well thanks i guess ❤️
No prob
So I wanna ask this in advance, I got a model which has a function of extending its arm, is it possible to make a animation where the hand bone extends away?
Like this for example
Resize bone with a gesture/anim maybe , not really tried that so hold it down extends
ill give it a go, last time i used a blend shape but required me to unrig the fingers in that hand.. Wouldnt resizing make the hand bigger though or am I thinking this the wrong way?
Ah like that! I'll try it, I just know sometimes bones dont like to work well when moved 🤦♂️
So, I did try it, but in the animation the arm keeps resetting back to its original position, is there a way to actually fix this??
alright so for a avatar i got a gesture including a object that i want to have rotating constantly and i dont know what to do to create this effect. help?
@fringe pulsar put an animation on the object that's going to be rotating. Go to the object, Add component --> animator, then go the animation tab and create an animation clip for it where it spins and have loop time checked.
Try sitting down, that's where I have issues with custom idles on SDK2
@opaque cloud duplicate your overide controller and remove the idle animation from the duplicate, and then put the duplicate override controller in your sitting animations slot.
I don't use SDK2 anymore, and also that's really old
i try to help unanswered questions
how do i speed up animations?
Set the playback speed in animator on the animation
@fringe pulsar put an animation on the object that's going to be rotating. Go to the object, Add component --> animator, then go the animation tab and create an animation clip for it where it spins and have loop time checked.
@tulip vale no, like, how do i add a rotation to it? im brand new to animating avatars
nope
so thats it
Yep
aight thanks
@fringe pulsar watch animation tutorial
may i get a link to one? ive been trying to find one for starters but i havent found any on youtube
I am trying to fix a blush animation and can't find the source png/jpg of the blush itself and attempted to adjust the blendshape of it instead, but when doing so it breaks all in-game animations such as idle, hand gestures, walking, etc.
Uhhh
yeah I know, no idea why it's happening
@sick valve there's a large pack of free generic emotes that seem really popular that contain laying down emotes https://www.ask-amber.com/downloads
there's a video on her channel about using and implementing them if you need it
not sure what policy is on sharing/promoting free assets so if they not allowed I sowwy
I have a problem, and I dunno if it's the models or what. So, I am making an avatar for my friend, and I have it to where it fires, simple, easy, done. But, it fires about 10 to 20 feet away from the weapon. Particles are fine, animations are fine, except the position. I tried changing the position in the animation and it still failed. I am using the GameObject with IK Follower technique, so that may be a problem...
im trying to do a sword toggle but when i test it in game it is not working
it just continues to load but doesnt enable my sword
Check your layer weight and check if the animation controlled is actually added to the model
when uploading an avatar how do you stop the idle animation from playing while you try and center the camera for the image?
so~ i wanna animate an old avatar to kinda look like it's floating O: so i want a very slight up/down bobbing, which i assume i would need to animate the hips for. the problem is, if the hips are configured correctly in the avatar configuration menu, it doesn't let you animate them :< was wondering if anyone had any ideas on how I could still achieve this effect?
I don't believe that's possible on the idle in 2.0
Disabling auto footstep should let you do that in 3.0 though ?
hm O: really? might have to look into that. was hoping i wouldn't have to update this avatar to 3.0 since this is just a test > w<
i did it for generics but i had the model inside an empty with its own animator
ty for the response. also, hi again, ruuubick!
That might work still but i don't know if people do that for SDK2, let me know if you find a way !
hi again hobbert 
will do~
@fervent bone Also it seems like the hip isn't the issue but rather the head bone
a quick question. I uploaded my first avatar this morning, but for some reason all my friends can see the model as intended, but for me it shows up completely pink. Does anyone know how to fix that?
i have an object that uses a spring joint and dynamic bones and when i put a box collider into that object it begins to freak out in game, its completely fine in unity but in game it starts spazzing out and ignoring the spring
Apparently, i can't get sounds into Emotes. i followed all the directions on the videos i could find. Yet the sound just doesn't work.
the emotes aren't in your model ?
i thought they were
Those emote gameobjects are not in your model in the screenshot you posted. They should be parented inside T-RexExport in the hierarchy.
ah, i see
I double checked. and i did put the emotes in those separate model hierarchies. i duplicated the original model, and added the emotes, 1 by 1.
Only one of those hierarchies is being uploaded to VRChat. If you want something in VRChat, it needs to be under ONE hierarchy in unity (T-RexExport), or it will be completely ignored at upload.
Ahhh, i see
Emotes have been moved to the hierarchy this time...but the sounds still don't work.
This is a new problem for me. For some reason the animations broke. Its hard to describe it, but it looks like all of the animations are more "floaty" In this one its "floaty" and it goes down, below the floor. This never happened to the other avatars with this exact animation.
So I have a fire effect, but it doesn't follow the character's mouth (purple one) I want it to be like the other avatar I showed first in the video.. what do I do?
is there a way to set a proneidle animation to an emote slot?
i want to put a model with an animator on a avatar but when i play emotes the model isnt connected to the avatar anymore, same as doing the prone, walking and crouching works tho.
@valid rivet I don't know how youve set it up, but I'd suggest creating a gameobject under the jaw bone in the armature, setting your particle effect outside of your armature, then putting a parent constraint on the particle system to constrain to the position and rotation of the gameobject you have parented to the jaw.
WIP
can anyone plz tell me how to do a jojo stand animation? ive been looking for videos for it in youtube but found nothing
@nova heart make a duplicate of your avatar move the duplicates arms/legs into the stand you want and then put it in the animation gameobject that you made
thank you
Having some issues with enabling an audio source when using a gesture. Every time I add the audio source into the animator it has to be enabled at both the start and the finish for some reason, can't have it start disabled and then become enabled.
Anyone know how one would go about fixing that.
What are you putting the audio source on?
I've tried having it on an object, on a part of my hand, on an audio source object
it does the same thing every time
so the audio don't wanna play whenever entering playmode?
oh no it plays, it's just that I can't get it to be disabled and then enable on using the gesture
like normally when you do a gesture, you'd have the object that's going to appear or begin being used disabled, and then you use the gesture to enable it, but It doesn't want to start out disabled and then enable, it either is enabled constantly or is disabled constantly
Show me how you set it up in unity
im trying it with mute now and its doing the same thing
So at the end of the animation I have it play the audio, which would either become unmuted or become enabled
where is it
Firstly, please never edit the original default animator
Idk what you just said but alright
Secondly, the reason why you're running into issues is because your audio source is turning on and then off right after again, that's why you have issues
So here's what to do
oooh so i have to let it play the whole thing
Do you know about keyframing?
yeah
Right, so you know whenever you make a toggle gesture it stays between 0:00 to 0:01
mhmm
That is what your HandOpen is doing
it starts and then cancels right after
I'd suggest duplicating the HandOpen
(ctrl + c + ctrl +d)
and then make a duplicate of your avatar
hide your avatar
(main)
create a empty gameobject
put an animator on that gameobject
then you slap the audio source on under that
and then you put the "OpenHand" animation on your duplicate avatar
let everything be toggled
then de-toggle your duplicate
and put the animation clip inside your animation override controller
think i can just do this a lot easier with another way
we shall see if what i just did works
if not then ill try tweaking it a bit, then do what you said if that doesnt work
appreciate the help
You're welcome, report back if it works! 🙂
my main issue was the fact that i'd already done an audio source thing that didn't need to do that, it was just, whenever i did peace sign it spawned the object which then had the sound effect playing
this shouldnt have been any different
aaand nope that didn't work. And for some reason it disables my walking animation, which confuses the fuck outta me.
okay, so @clear yew
create an empty gameobject.
Add the animator and the audio source to the empty game object
put the animation on my duplicate avatar, as in... in a new animation controller?
where do you put the duplicate animation into
i encountered a problem in the middle of animating, every time i move my camera a little bit the hair of the avatar just disappears
@raven oar yes
okay but that doesn't really solve my issue of the animation not even being able to enable the audio source
I just want to be able to fuggin enable this damn audio source
i wanna be able to slap my friend in the face...
why does editing a gesture animation cause my character's walking animation to go away
@nova heart add an anchor override to all of your meshes
when I come to the add property button the animator option doesnt show here
oi imma need some help
im tryna attach a ciggie to a model and i have no idea what im doing
Ping me if you want toooo
You can commission people in other servers
is there a way to make it so i can use one of the shift + f1 - f8 animation keys to toggle on and off different meshes i have unity so it can play the animation when i click one and when i click a different one it will just toggle back to the regular mesh that doesnt have the animation on it.
i believe so, but im not quite sure how people do it
to swap between these two, so it will normally just be the normal mesh and when i click one of the f buttons it will switch to the mesh with the animation and hide the mesh without it
How do you go about applying these to hand gestures
I see how to edit gestures but these don't show up in the blendshapes for some reason
Instead of the standing animation it’s supposed to have, the animation the Custom Override plays is a weird sitting animation, when it’s supposed to be an idle animation. i have used it before, and it worked perfectly, but now it looks weird
Odd, that's the position the avatars are in when you use the sliders to see how things move...
I've got no idea of what's going on there 
Could you press play to see if anything happens?
unity 2019.4.13f1 🤔
Yeah arent you supposed to use 2018 4.20?
going back in versions have issues, you are about to see 🤷♂️ , should be fine
should be
2018 > 2017 didnt work right for opening scenes when i did that open beta testing way back
would crash 2017 so new scene was needed
I have to restart my whole thing because some things decided not to work for literally no reason
It didn’t break, the only problem was the textures, which I’m replacing now
Gotcha
So far, moving versions has been ok
Awesome
But
There’s an error that says “Argument Exception: Gettibg Controls 2’s position in a group with only 2 controls when doing repaint”
uh
I have 69 errors and 303 yellow things (the triangles)
“Failed to load Unity Project because it was sterialized with a newer version of unity”
“Cannot Add Menu Item”
“Argument Exception: Gettibg Controls 2’s position in a group with only 2 controls when doing repaint”
Wait
Ok now I have 39
And no yellow things
They’re all about Code Editor
Well, most of them is about code editor
It’s asking me if I’m missing and assembly reference
Hmm... Well I'm stumped, I'm still new to this
I'm trying to help but, eesh I haven't had to deal with that
I would hire someone to do everything for me and make a working model, but alas, I’m broke
Saaaame
Have you have any problems?
Oh yeah all the time
Maybe I can help
The Dynamic bones script doesn't want to recognize that it does say it derives from a MonoBehavior
Okay uhhh
Maybe you need to download a MonoBehavior?
When I import SDK2 it doesn't stay there the next time I open the project
Okay phew, thought I jacked up
It happened to me
Also, if I have a prefab for a model will it still work to have as an avatar?
It's in unity
O
I have the model I wanna use, but I have a prefab that has the shader colors I want, it has all the stuff it needs to be a working avatar but I just dont know if it will work
Test it on a new project
How would I go about doing that?
Idk
Redo everything on another project and test it
Or
Back everything up, save it, test it, and if it doesn’t work, exit so it doesn’t save
I mean, I have to redo it anyway lol
You try anything to fix it?
What have you tried?
I tried Adding animations
That was the only thing I could think of
Hmm
Ah gotcha
@cloud thicket have you figured out your problem?
Nah I'm gonna work on my avatar when I can upload it
so I have a pose for my avatar I've made with muscle animator, and I'm in the upload avatar screen and trying to position the camera for the preview image, all looks fine, but once it's uploaded it's like the avatar has moved down so it's just a blank image of the skybox and maybe their forehead, why does this happen...
Maybe you could try taking the picture further down to compensate?
I've tried 10 times now lol. it's impossible to get it right
Lol uhhhhh I've got no idea, if moving down doesn't work, maybe a different angle?
maybe if I knew the exact Y value he moves down I could just move it up like that but nah
solved it
click the red circle on the animation to play it or just mess with the frame slider until the avatar hops to the actual position it's supposed to be when the picture is taken
O
For some reason the vrc_avatar_dexription component isn’t there
How would I go off about creating a toggle emote for something such as a small accessory? I've seen avatars that take up two emote slots (one for enabled, other for disabled) but how would I create something that stays on permanently until you toggle it off?
(PS: I am very new to the animation system, and yes even though I'm talking about toggles I'm still on about the SDK2 and SDK2 avatars)
you toggle it, then disable gestures
can anyone help me with a invisible avatar so i want it to be invisible but when i do a gesture its not invisible and with a audio clip
?
I have an animation that wags the tail on my avatar how would I make it to where this animation is always playing?
set it as the idle animation or input the animation into the gestures as well. howrver im not 100% if thats the right way to do it since i dont do avatars
@runic thicket put an animator component for the tail inside the armature. you may need to redo the animation since the root changed and you won't be able to use the same key properties
I need some help.
So, I made a gesture animation for my VRChat avatar that lasts about half a second. It works fine, the keyframes are in order and everything, but the in-game animation is a little.. bugged.
It works fine in game, the animation loads in n' stuff, but when used with my other gesture animations, it kinda combines with them and screws the gestures up. I've tried changing the animation loop but nothing seems to change. Could someone please help me out here?
Just a little question I was wondering how I could create an animation with a second model appearing behind my avatar and mirroring my movements. i wanted to create a susanoo for my avatar. How would I do this?
Can anyone help with this animation? I'm trying to have the dissolve shader not repeat with the floating animation.
Also having a separate animation doesn't work either
what's the keyframe in the middle for ?
Ok, what is the issue then ? The looping ?
If you want to to not loop at the end then you need to have the dissolve go to 1 in the middle and then back to 0 ?
I just need the floating animation to repeat but not the effects from the shader I'm using
That'd require two different animations or a very very long one with the floating repeating 
Unless i'm not seeing the easier solution
I did try 2 diffrent animations but only the Dissolve effect works in VRChat
Then it'd need its own animator
transition from this animation into an animation with just the floating
I need some help.
So, I made a gesture animation for my VRChat avatar that lasts about half a second. It works fine, the keyframes are in order and everything, but the in-game animation is a little.. bugged.
It works fine in game, the animation loads in, but when used with my other gesture animations, it kinda combines with them and screws the gestures up. I've tried changing the animation loop but nothing seems to change. Could someone please help me out here?
gestures are single keyframes
Well- how would I make one that lasts half a second, and could be canceled any time?
a
I need some help too, my animation works flawlessly in the preview but when i press play, many parts of my animation are messed up, like parts being at completely different locations, stuff not appearing when they are supposed to etc, does anyone know how to fix this?
so i have this custom avatar which is baldi and when the ruler is triggered i want it to play a sound but idk if its possible on quest
nope
somehow I managed to fix a part of my animation by removing some particles
Does anyone have any good tutorials on how to animate with unity? Trying to create a simple 1-frame animation for my character and unity is being a bitch about it
And no tutorials with that muscle-something or other addon, i'm not paying money
I mean, as hilarious as kirby flapping around on his warp star every frame would be funny, it's not what I'm aiming for
There's not much to teach tbh, Unity isn't the best program to animate, it's best to do animation with an outside program like Blender, and then port the animation clip
In Unity all you can do is add keys with a lot of patience, and people use that muscle asset to make it a little easier... otherwise you won't have the best of times animating there. If it's only 1 frame then you may just do it the slow way with Unity animation
How would I port the animation clip? I've been wanting to make my own animations for a while but Unity is what's been scaring me off
how do i loop the animation?
I wanted people who sit in my avatar chair to play out an animation but they just seem to t pose. I tried animation override and replaced idle with the animation but no luck
How would I "Disconnect" an animation from a model? I've imported a model that has an animation attached to it, but duplicating the animation results in it being unanimated. I don't have a standalone version of the animation either.
does anyone have a tail wagging idle animation? or i guess help me how to make one again? cause my last one doesnt work anymore
It is marked as looped
So odd question.
I've been working on an avatar for a friend and it came messed up in several ways. One thing it does is it has a seat on it which, when used, triggers an animation that shrinks you and poses you into a W position. Sounds good so far right? Well the only things the animation changes are your size, legs positioning, and arm position.
In a public model, it works just fine still. In this version, it will do one of two things:
- Desktop will be inside the object being used as a seat, unable to see. Outside, they look like someone twisted the little guy.
- VR is partially submerged in the object as they regain unwanted control over any joint not animated (Hips and above, plus arms because VR reasons.) If they have playspace mover they can even pull themselves up enough to surf on the object, full body or not. It'll actually straighten the body out.
Million dollar question: How do I fix the seat so they won't pretzel, and lock the IK for VR?
If you need more info, screenshots, or have an answer, @ me. I'm afk and could go get this info on demand.
Anyone know how I can convert an animation timeline into a singular animation clip?
any idea why my character has his arms out like this?
he has his arms out like this in the game as well.
I adjusted my viewport to pretty much everywhere and it didn't solve anything for me.
he sinks into the floor when ever I play an animation
and his arms are premanently outward
So i'm trying to use mixamo
but nowadays it seems to strip the model of its armature in the hierarchy
so the animations work if you drag and drop them onto Hips but not the avatar itself
is there a way to solve this?
hi folks, I purchased a premade model from CyberWERE and tinkered with the scale settings in Unity. I got the viewpoint set correctly, uploaded successfully, and it looks great in VRchat. it walks normally, knees bent and legs moving, but when it starts to walk-fast/run, the avatar lays backwards at 45 degrees, legs go completely stiff/extended, but the hips and feet move normally. any idea where to start troubleshooting that issue?
I have a door, in my animation it's supposed to look like this, 90° open:
it only opens up to this angle in game preview, not any further
nevermind, solved it by setting exit time and transition time to 0
anyone have a flamethrower/fire breath animation?
I figure I'll ask in here as well since it's not AV3 specific. Anyone aware of any decent follower movement prefabs out there? I'm looking for one that supports motion animations. If you're familiar with the Pokemon Wild Area, identical to that, but usable on an avatar since that one is Udon dependent
does anyone know where to find the floating meditating afk animation?
Oh I haven't heard of that site. Thank you
I couldn't find it in the site (there's a similar pose but not the animation) but thanks for the site recommendation still
Yeah that's the static pose. I'm guessing there's an already animated version somewhere floating around because nearly all the avatars use it now.
i need the assistance of someone who fully understands parent constraints
is there a way to change the animator transition curves? I have a UI, which uses an animator to go from page to page/ open and close - but the transitions between states are linear.
For instance, the animation 'on' sets the position of the canvas to move it up and change its alpha from 0 to 1
this is the transition from Off to On
i don't see any options to change it from a linear transition
i'm aware that i could manually add transition animations but i actually removed those since i realised it was smarter and more flexible to avoid doing that
That's called RP
Not without getting blocked by absolutely everyone you meet
I've never heard of a shader that does what you're describing, asking in #shaders mind help, but that sounds like something that'd bother people
who are you talking to wew
my question was a world animation question, maybe you got confused by what i meant
I've had proper animated automatic doors in my world forever
There are 3 variations using the same basic setup. One is still working perfect. One is only animating the doorhandles (the door panels stay still while the doorhandles "open") and the last one stopped animating completely. In Play mode, when i check the boolean for open or closed, it animates perfectly. But In-game it doesn't
I don't remember changing anything about this, could anyone suggest what might cause this kind of problem?
Reverting the prefabs does not solve the issue
Found it, somehow there was stuff wrong with the staticness of the objects
What exactly is the pattern for emitting a world scoped burst on animation? I've got a particle system active at all times and enabling/disabling the emission module, but the particle system just plays, and it seems like enabling/disabling the emission module seems to just show/hide the particle that always fires no matter what.
so i got and fbx for an avatar and it seems fine but the body dosent move can anyone help me please ;w;
im trying to make a book lady
please ping me/dm me if your willing to help ;w;
Can enyone help me, is it normal that when im doing a Sit pose that the Avatar in Vrchat is bugging in to the Ground ?
yes
how do i stop my emote animtions from looping? i think there is something i am meant to turn off but idk where it is
all sorted
Why isnt Animations working? I can see the preview down to the right and it should work, but when I press play in Unity the avatar just sits down.
Anyone know if you can have a particle system only show up in a mirror?
@versed blaze Is it a gesture animation you're creating? The model always goes into that pose when you hit the play button to preview shape key animations. It won't do that for the animation itself dw.
@stable ocean It's with every animation, idles and all that, it shouldn't be with everything since you're supposed to be able to pose the avatar for pictures etc
@versed blaze What I mean is if you don't have an idle animation running on that particular animation . meta, it'll be in that pose. Copy and paste your idle pose/animation key frames into that a in animation file.
Also be sure the right one is selected when you click play
Feel free to take a screenshot of your key frames on that animation play and I can let you know what's going on.
hiya, Id like to get those prone & crouch animations from SDK2, but I really cant find them! I know they are somewhere on mixamo, but I had no luck
does anybody have a link to them or know where to find them? 😄 thanks
if they put a filter to prevent you from mentioning that website it's for a good reason not for you to try and bypass it
Hey, I have a dumb question, How can I apply a mesh with an animation in my world ? By default my home made prefab had this, but when I test my world, the crystal don't move :/
There's my animation made in Blender
Your animator component is empty
Yes
What I've have to add ? ^^ Sorry i'm not a user of Unity ^^"
An animator controller, with your animation in it
witch one ? :/ I'm pretty lost ^^"
a new one ?
yep
Mmh, I think I need some learnings x) I'll do it tomorrow
where's your animation ?
You have to duplicate that animation, and then drop it in the animator
unity can't just magically guess what you want to use sadly
Hey, I don't know how Unity work x)
But thanks for the help, I'll try this tomorrow 🙂
any idea why in the open beta one of my avatars clothes are completely invisible?
open beta (Lewd edition™️)
is poiyomi not working with the open beta or whut
there shouldn't be any difference
@muted prairie someone told me and show me one of my public avatars pretty much naked (only in the open beta) so i made it private for now
not sure what it is it's normal in the regular vrchat
Does it have a single mesh ?
Hey peeps, im new at unity. Im currenlty trying to make my avatar play a sound clip when i press a button on my controller. When i hit record and enable the audiosource it records. But it it suposed to uncheck the audiosource when i hit pause again?
im still wondering
is there a way to take animations from unity
and put them into blender?
nope
Does anyone know how to reset the position of a world constraint?
Looks normal
hey guys does anyone here know how to make face expressions for avatars i wanna commission for someone to make me a mad and sad and a happy face expression of a fully rigged avatar face and everything
that is easy if it already has blendies
what are blendies
blend shapes, sorry im on phone
i think it does
can you help me make animations in blender and import then into unity and get them ready to be vrchat face expressions
id pay you to do it
you said it is easy so it shouldnt be too hard for you
@opal otter
you should be able to do it in unity if it has blend shapes
Could someone help me. I have a avatar that ingame is able to change forms to an angel. Now in unity i did find the texture of the non-transformed model but i dont know how i get my avatar to change forms in unity so i can then edit that texture. How would i do this? is there some animation i need to enable?
Quick question, let's say I want a generic rig avatar, that would instantly play an animation, the second it's loaded. I already made 2 avatars in the past but lost the files and everything and can't really remember how i made them, here's how the components look like now
It plays it in unity, but not in vrchat
you need an animator component, not animation
Is there any good tutorial or prefab for making an object that can be brought out via particle collisions (like instead of using a normal gesture to enable like a gun for example, you grab it off a certain part of your body to do that instead)? I've been looking around and tried VRlabs as well, but have had little success.
probably a really simple fix, but i have no idea what went wrong. i tried doing the gesture for mesh unhiding for my hands, but now they are freaking out and the item isnt spawning, anyone happen to know what i did and how to fix it? https://cdn.discordapp.com/attachments/780570956615516181/781388644480188446/SmartSelect_20201126-001909_Camera.gif
A quick one, I have an avatar that spawns and places one big object that plays an animation, I changed the bounds to be a bit bigger, because it flies away, and yet it still disappears if people don't look at it from a perfect angle. What could be the problem?
Answering my question, since I actually found an answer: had to tick "Update when offscreen" option.
How exactly do you make a subemitted particle completely follow its parent? I'm trying to use Inherit Velocity with some pretty...questionable results. This is with Current inherit mode
And this is with Initial inherit mode. Both with multipliers of 1
Also, a weird interaction with orbital velocity over time. Seems like as soon as it gets a nonzero value, it assumes the emission shape is at the origin of the particle object, instead of the subemitter, and constrains the particles to that axis. Notice the spiraling trails (the circle they're emitted from is aligned with the cone shape sticking out there) and how they just move along the z axis of their original system. I want them to spiral behind the particle they're subemitted from. Any idea how I can go about doing this?
In case it's relevant, here's the emission, shape, and velocity over lifetime of the trail particles
Why don't we have a #particles channel? It's involved enough to demand its own channel
Turns out my first problem was an open issue in 2015 that was unresolved since they just put all their focus on VFX Graph 🙂
So is there any way to smoothly rotate Animator root? It goes nuts when I try to rotate it just a little.
That would definitely lag my shit
My frame dropped a little bit but I hardly lagged while recording this in VR, it's pretty much 2 screen filters and less than 500 active particles
Oh ok
I’m working on fine adjusting some props I’m adding to an avatar, and it’s my first time adding props. I’ve got them added and they spawn in with the hand gesture, but for some reason my left hand is jittery? I’d post a video but I don’t have Nitro. On the animation frames for the fingers all the values are the same between both seconds and the right hand is totally fine. It’s just that it seems like somethings weird with the left hand and I can’t figure out what. Any suggestions on what could be causing the issue?
how do you make a particle effect turn on and off on loop. Im doing a frozen breath effect for an avatar
size over lifetime > use ramp
@verbal ether VRLabs pretty much the only resource. You should appear in the discord support channel if you don't know what to do
@fallow agate any world constraint prefab should have that built in
not sure if this is the right place to ask about this, but O: i created a laser beam that collides with objects and leaves a trail of fire. Works fine in unity, but in VRC the explosion on collision particles happen where i'm looking, not where the laser is hitting. Wondering if anyone's encountered this and knows what the problem is? ❤️
Hey hobbert ! What is it parented to ?
ummmm, to a bone in the tip of my magic staff
man, that whole sentence sounded really suggestive > w>
Is it possible the particles are colliding with themselves ?
Or is it very clearly enabling the sub-emitter where you're looking ?
um, i don't think so, because the explosion consistently happens in the center of my field of view, but in unity it collides where the particles hit
yeah, super clearly
Did you set the layers for what it can collide with ?
but, the weird thing is it only moves along the horizontal axis of my view O:
not the vertical
i don't think so, i just set it to world collision
actually, this picture has both
You might have to specify the layers specifically, because it might be colliding with something on your avatar ?
maybe? it happens really far away against whatever surface i'm looking at, but i'll try that
Hey quick question, I am trying to remake an emote I found on an avatar where they point and text pops out. I have no idea how I would recreate this and have tried to look it up and can't find anything.
Enable an object in the animation
I'm not sure how to do that
the one i want to copy i have open in unity and it's a particle effect but I've been studying the model and cant tell how to copy it
i have the point emote but i just have no idea how to add the particle effect to it
Hey, I've been going through the chat history of the server to try and understand how to replace the station sitting animation of an avatar I'm making, but I haven't found enough that I grasped to help me understand how to do it. Can someone help me figure out how this is done?
I just spent 32 minutes sniffing paint and staring at the animation controller and now I understand everything about how to work in Unity.
Thank you for your time.
lmao, you're welcome
I have a question how do I transport my blender animation to unity. I look up for guild online, but none of them work.
@gray robin You have to bake the action into the model
What do I do after that
Export the fbx
Is there any specific things I need to do before I export it
Is anyone else having gesture issues with avatars made before build 1004? They broke for me back then and are still broken now lol
Snailmarkers and toggled objects are borked, specifically
@muted prairie I did bake it, but when I export it to unity the animation will not play
You should look up how to play an animation in unity, it's not automatic
@gray robin
Hello, I wanted to know how to loop animations on emotes. I checked "loop time" on said animation, and set wrap mode to "loop" in debug. If I test my avatar it doesnt loop though. Videos I watched had also an "apply" and "revert" button, both of which are missing on my file
Is there still foot position weirdness on Index? I'm not understanding why my locomotion animations look wrong
sigh I really hate working on models... So the youtube tutorials I have found do not explain how to change the particle system into... something like a bullet.. The only one I found says to drag the material on the white sphere, but that simply changes the color of the sphere correct? I have an FBX of a 9mm bullet. I tried dragging the mesh of the bullet into that mesh slot I rectangled in red, but it just puts a bullet at the origin of the particle system, not changing the white sphere. How to I make the white sphere the bullet?
Hello! I made a lockable door through a YT tutorial, but i want to make the transition have a duration. Like, you click a button and the door goes open, and after 5 seconds it automatically closes itself. Is it possible?
So I had to spend an hour setting up Unity and getting SDK kits and installing tutorials and visiting too many sites which I have not trusted (and will likely result in me running a full antivirus scan tonight) only to be treated to THIS:
my disappointment is immeasurable and my day is ruined
yep. you have to be the rank "new user" to upload content
idk if this would be the place to ask but what should I search on booth to find some idle/prone animations to buy?
theres tons of free and cheap ones there
Yee I'm just not sure what keywords I should search for as I dont know japanese
hold on a sec and I can grab that
this person has a LOT
thats all I hope you find what you're looking for
tysm <3 Really appreciate it!
Ah one of these even has the exact animation I was looking for ;w; you're a life saver
no prob!
I check booth every day, it's an addiction :p
so the animation im using has the hands alil off for my model, is there a way to edit the animation in unity? sorry if this is a stupid question im still pretty new to all of this
my avatar wont animate even though it should
the fingers and everything wont move, yet the eyes do
I feel like it's probably impossible but I figured i'd ask before I write it off; is it possible to revert an animation? Like... an animation that was serialized in a newer version of unity, is there any way to be able to use that in an older version or am I SOL?
Does anybody know the name of the "deployable billboard" prefab that you can put down in a world somwhere? Or link me to its site? Ive seen it recently but forgot to bookmark
Got a gesture inventory system set up based on https://www.youtube.com/watch?v=GHjWF4yflRU to scroll through some weapons with a gesture. Works fine normally, but I often get desynced so I wanted to add a reset. I have an emote that disables the proxy for a few frames, but once I update the avatar with this emote, the inventory system doesn't work at all, regardless if I use the emote or not. If i remove the emote that has those few frames of the proxy being off, the gesture works again. Could use some help getting this to work, as it's essential to keeping everyone on the same page.
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 inventory systems and the like. In the video I go over state machine basics...
How would I go about adding animations to a second model on my avatar?
As an example:
Play an Emote such as a dance > Second model appears next to the model for my avatar doing the same animation > second model disappears after
nvm got my issue fixed
have the emote enable a second model that has the animation on it by default
Ah, okay. How do I get it to play the animation upon activation?
put an animator controller on it with the dance animation in it
it'll automatically play as it shows up
Ah, okay. Thanks! :)
It worked fine when I had two models doing the dance, but when I added a third, occasionally, one or both of the extra models stutter a bit during the animation, especially if I don't look at them.
Is there any way to fix this?
Fixed it by moving them closer together but they do occasionally stutter
I cant add keyframes to my animation, any idea what the problem is?
thats not the keyframe side, also theres no transforms or blendshapes to do anything
You mean like gestures?
or emotes
Open up custom overrides
and drag to the emote slot of your choosing
You also have to click on your avatar and drag the custom overrides to these 3 slots
Can you elaborate a little bit? Because what the overrides do is allow you to choose what emotes are put on your avatar, so you should just be able to put them in their designated spot on the overrides and it should work fine.
If i wanna add new anim (stars) i downloaded from a animation pack can i just drag it into a slot in the controller override?
If it works with the mode, yes
i wanted to attach this bike to avatar not sure how to bike pose also new to animation https://prnt.sc/w5kp2r screen shot bike unity
does anyone know if i can put a bat in and out of my avatars hand with a animation??
this might help
https://youtu.be/AeBOHRz47jY
https://youtu.be/AabU5CYfylA
This tutorial is part two of the VRChat Inventory System video, where I will show you just how easy it is to add and remove items/clothing/props/accessories or anything else you have on your avatar AT THE SAME TIME! This is great for saving space in your emotes, as well as having an easier time multitasking in VRChat! Avatar 2.0 only. Enjoy!
Th...
In this video, I show you how to add an object fbx that spawns on your VRChat avatar when you trigger a hand gesture. Plus, free downloads available on my Discord server! Avatar 2.0 only.
Thank you for watching!
Website downloads: https://www.ask-amber.com/downloads
Join my Discord server for tons of goodies!
https://discord.gg/xhCBRDH
Or ad...
Hey guys. I am almost completely done with an animation where I hold a Glock 17 in my right hand. I have the shader set to the legacy diffuse shader cause it supports custom texture placement. I upload into VRChat, everything is looking good, hand placement and fingers are perfect, except the gun is pink. I know this is a shader issue. I want to know if there are any supported shaders that support adding custom textures. Thanks in advance!
SCSS?
also, help me out chads
my animation is suppose to run for a long time but after only a few seconds it's over, what do I do?
@hidden sapphire unfortunately I don't know how to help you, but thanks for helping me out. I will look into that shader in a bit!
my animation is suppose to run for a long time but after only a few seconds it's over, what do I do?
atleast 1 min
How do I fix this?
fix what?
It's in a weird position and when the anim plays and the feet go through the floor, the anim stops it from t-posing
@inner plover it's normal for some animations to do that, like with hand animations
How do I fix it? I want to change the position of the item
best if someone else help you on that, i am still learning
I knew how to fix it like 5 months ago when I started
But I took a break
Fixed it
Nevermind I broke it again and forgot how I fixed it
Ok I fixed it again
I think I forgot how to make items work
nvm i got it to work
That pose happens when you start to animate on it. You should be able to just click something that is not within the characters hierarchy and it'll fix itself. So click the Camera or the Light in the Hierarchy tab.
It's been said to duplicate your avatar whenever you want to animate something on it so your main avatar doesn't get that weird pose, but from my experience doing the above and not duplicating works too, nothing gets broken.
@inner plover
@Jazz Demon
@ionic oracle Yeah I pressed play at the top
can someone explain to me (hopefully in depth) on how to do the activate a certain hand gesture to activate another? like uh, say i have to do something like this; i have a boombox in my left hand, i HAVE to use my right hand to activate the gestures ONLY when the boombox is out, otherwise the music will not play
You could try use 2 conditions checking for each hand in the animator on a different layer to play music, this is just a prediction though @clear yew
👍
i was wondering how to do add an avatar to a bike just like this avatar https://prnt.sc/w7mxip wanted upload my own
if u know the dance motion, tell me
Hey, does soemone know why my shader isnt animated when i play but i spend 90 minutes to animate it.
Isn't this just from Spiderman?
Do you have a video or some pictures of the animation?
Yes
yes
help
my avatar's audio is global
how do I not have the audio as global
I'm already helping him on #avatars-2-general
k
Any one have a clue on how to restore seats on animations in VRCSDK 2?
To fix your chairs, the chairs have to be set to be on by default then toggled on or off. So for animations with chairs, the animations have to be playing with chairs on them on spawn, then toggled off and on again.
how do I use this kind of animation?
you just download it and import it?
🤔 hurgh that page
Does anyone have advice for using muscle animation editor to create animations with a lot of root movement and rotation (Or a recommendation for a better tool?) I can see that it translates your desired root movement/rotation into muscle movements automatically, but the end result is that it loves to take the shortest route to the desired rotation and convert negative rotations to positive, etc. As far as I can tell I can't really switch between euler angle/quaternion interpretation. So if I want to animate a 360 degree spin, it just automatically converts that to 0 and does nothing. If you try to do e.g. 359 instead, it'll just treat that as -1 and barely rotate in the opposite direction. You can sort of force it to behave by creating keyframes partway through the rotation here and there but it's hard to fine tune things and it feels like you're constantly fighting against it trying to do the opposite of you want. There has to be a better way than this, right?
The answer might be to just animate stuff like that in blender (which I barely have experience with), rather than trying to force unity to do it. I'd rather learn how to do that than fight with this every step of the way
easy for u to say
the animation does not work for me
in VRChat, I mean.
it Unity it works fine
well you might've done something wrong then-
I wouldn't even test that nuke
the problem now is that, the animation is played, but it's not on trigger
it's just everytime I spawn
I made a animation of game object,active and do 0.00-0.01. So why I open my emote the object would open 1s and suddenly disappear ?
can you screenshot the animation window?
Sorry I can’t, I am not using my Pc now. Nvm If you haven’t any idea
how do i make it so that when somone sits on a chair of one of my avatars they go smaller?
Thanks reply.I just wanna my emote keep open status until I turn on once again it should be off.
This is my toggle animation i suppose put it in emote 1, it works in game but my avatar have a weird pose on the ground and if i move, the animation would stop and close . I wanna know how to set the pose normal when I open my emote and my avatar move the animation stop .
When I open emote my avatar would be this pose
wdym
oh, so like the controllers fire early when you leave the animation early?
Yes this is 1 issue i met it , and the pose i don't how to fix that
all i can say is that thos default animations will always fire early or wonky, but for the pose, im not sure would be telling it to default to that
Got you, but it's weird if the pose always keep that
If someone know how to fix pose and move would stop emote toggle plz tell me
you may need to use transforms in the animation, since thats like the “relaxed” pos that itll default to
Okay I would try now
@opal otter Seems it it system setting emote would stop my avatar(like moving ), so i thought i should put the animation into gestures
Which one is the peace sign?
peace hand is victory, they're the same anyway
ok then its good ty
Is there any way to "plant" ( i do a gesture like trigger and grip and wherever my hand is where the particle system stays and as long as i hold down the gesture the particle system stays in place) and then activate it with another gesture
can somone help me, i am trying to make this work but in vr chat the legs wont move, i put the animation file to the walking animation slot and everything
and i put the controler where is needs to be as well
Custom animation override controller on generic ?
on human , it has a full full normal human rigging becuse i want the claws to be controled by hands
the legs are 4 extra bones
i mean like the norle legs and then 4 extra seprit bones for crabs legs
how do i fix fingers gittering during gestures? my left thumb has a jitter when i thumbs up but im not sure why
- Ensure the gesture animation is only 1 second in length
- Ensure the animation is set to Loop Time
- Ensure both the 0:00 and 0:01 keyframes are set to the same transform
how fix
@fallow stream ... have you attached the the mask to your head?
wow
not sure if that is "wow i am impressed" wow or a "Wow you done messed up" wow
how do i make a emote loop
So novo não sei o que faso
Found a chair that makes you tiny while sitting in it, how does that work?
shrink the hip when you sit on it , scale also work
had it on my older 2.0 chair tester , shrank people into a orb flying around my head
= avatar will be 1/10th of its size, some avatar this will be wierd on
is it posible to use animation to change parents? i cant seem to find a guid that showes this, simply put i want to make it so when i do thumbs up my avatar holds his hat
Thank you i will try it
thanks it works prefectly
Ooh cant do that with quest . rip
hey anyone have a caramelldamsen animation for unity I could use
Hello! I'm trying to have my character able to blink and for his tail to sway but the tutorials are outdated. I was wondering how'd you get for these two gestures be independent as in, you don't need to do the gesture for them to work?
Try with your email address instead of username
excuse me, every time I put a particle on a part of the avatar, such as my hand, it works normally in play mode as I thought. However, it will always appear at the waist close to the thigh after entering the game. I have tried several objects that contain particle, and this problem occurs. Even if I adjust the position later, it will not appear in the position I expected after entering the game.
Still worrying about this particle, even though it seems to work perfectly in play mode, it still triggers on the thigh after entering the game
How in hell do i fix this
if its world simulated space particles it for some reason doesnt work with me either.
if you're using world space particles you need to keep them outside your armature, and connect them to where you want them with parent constraints,
Thanks you give me some info , i would try put it outside mine armature and create a constraints
How would I animate multiple avatars with a single animation?
I see animations where the avatar will spawn in a second or third avatar and they will all start dancing together. I want to figure out how to do something like that.
Any suggestions?
Quick and dirty method I've used before:
- Duplicate the model and parent the duplicate(s) inside of the main avatar prefab.
- Drag the animation onto the duplicate avatar; this should create a new animation controller.
- Ensure the animation controller is set inside of an Animator component on the duplicate and make sure it's set to automatically play.
- Disable the duplicate(s).
- Edit the animation for the main avatar and add a property to enable the duplicate models.
When you play the animation, it should enable the duplicate(s) and they should automatically begin the animation.
...I hope I did that right. It's late and my brain isn't really working right now
Thanks, i'll see if it works
Happy to help! I hope it works out for you
How would I make an animation ready for VRChat to use on an emote? Coz currently, I have an animation that'd work on a generic model but not with an emote. (also please @ me so i can see! i have the server muted)
Does anyone know like the translation to this for the voice detection
Sorry to bother I just need to know the order
You'll want to run it through CATS to generate the full list of visemes as you only have
ah = あ, ih = い, ou = う, E = え, oh = お
sounds but cats can generate them using
AA = あ、OH = お、CH = い
https://nyanpa.su/i/XBjx1ZhV.png
I’ll try it out thank you @patent quail
So if I just re upload to blender it’ll just auto do it all? @patent quail
I mean unity
they will have names that match the ones in the list
Ahh okay thank you for the help @patent quail
since this looks like sdk2 make sure you set eye tracking and blinking too as it takes the first 4 blendshapes in the list for that iirc
ウィンク = left eye, ウィンク 右 = right eye
I’ll try see sorry I’m kind of knew you this and I was hunting down a mmd model for a friend but I don’t really know how to do much with it tbh
anyone on?
Cause rn looking at it there is not gestures or anything
im testin this, it functions like a drone, but when i move it the whole body moves with it
@rose blaze dont trust what cats tells you when it comes to hiragana
better to just translate
ex this is the left and right blinks for my avatar even tho they dont translate to blinking at all
and strangely enough, CATS will change what the translation is to something random every time you change the blendshape
AA Oh and something that looks like AH but with a dash
what cats translates to
CH used to translate to CH but got randomly changed to a new translation
い doesnt translate to CH shape for some reason if not translated in CATS and you just use japanese instead
what my blinks look like if using the wink left/right translation that I know to be 100% true
either something is up with CATs not liking Japanese or the MMD naming structure messes up cats when not translated
which is a shame because it means you need to translate animations that use facial animations rather than just setting the model up with Japanese blendshapes and skipping all that hassle
something has to be really wrong if your blender/cats is rearranging your shape keys like that. my instructions for the jp blend shapes are for their equivalents in english, and unless you have those issues, those are the correct equivalents. I don't rely on translating them, and havent seen this after putting through well over a 100 models through cats.
thats weird. Happens on both blender 2.79 and 2.80. CATs works fine if you just translate it and use the translations but it messes up shape keys if you dont translate and instead opt to use Japanese
I can read Japanese so i've never had to translate them, and have never seen this happen ¯\(ツ)/¯
it sucks even more if you can read it because the wording that you know to be true just does not work for some reason
its like cats just jumbles up the shape keys but keeps the names
I think it might be a python issue since a complete reinstall of blender or cats doesnt fix it messing up shape keys
@heady talon thank you I got the voice tracking working now I just need to make animation for the eyes to move etc
I also have this issue with like the legs pointing inward like they are quivering and when I crouch it like clips the legs through
was it an mmd model? you can fix the leg issue in pmx editor https://www.youtube.com/watch?v=0IO6RqTBZMU
So your model derps out after adding a groove bone?
Here is how to fix it!
Nothing is required apart from Pmx Editor, which you can find here - http://eoscustom3d.deviantart.com/art/English-Pmx-Editor-v1-1-542100208
Music is by Kevin MacLeod
even if it doesnt do it in mmd or pmx, doing this will make sure it doesnt do it in vrchat
Oh yeah I fixed the issue it works just fine now
Animation preview doesn't work like it should. Any ideas what's causing this? https://gyazo.com/8e108d4909b76e4067a033f39f674fbe
is there a way for me to import .anime files from unity into blender, apply it to an avatar and snap a pose from? Or something similar to that?I want to pose an avatar with an animation then delete the bones
I'm working on a spring ball joint atm, it works fine, but i'm not quite sure how to create an animation that toggles it on or off. The one i've made atm turns it on for a brief sec then it goes off again.
Hey i'm looking for some help with some tracking in VRChat. In the VRC Animator Tracking Control, my left and right fingers are set under tracking, and so is my head and hands. Unfortunately, the fingers still fuse when trying to animate them in vr. Does anyone know how to fix this?
Try add a new line of same animation on the next line. I mean on 0:01
How do i make a spawn animation? like where do i put it..
anyone? ;-;
Unity Package: https://drive.google.com/file/d/1m6IEzvYSOS78V2k1JR0UUMqysehlMzlT/view?usp=sharing
ShaderMotion: https://gitlab.com/lox9973/shadermotion
World Constraint: https://vrlabs.dev/
SDK2: https://vrchat.com/home/download
Text tutorial still needs some pieces, will be ready today !
0:00 Introduction
0:57 ...
should this help me or someone else?
ive searched the whole chat and cant understand whats wanted rn
@craggy ember I suppose you'd just put the animation in a new layer, set it to NOT loop, and have it as the default state
so it'll play once
i hope it works cuz atleast in unity its bugged..
nah nothing happens ingame..
in unity yes, ingame no
would love if someone could explain...maybe with screensharing or smth idk...
youtube have as much screensharing as you want
also spawn animations is cursed and no one like it
still can do it if you don't care about others players comfort tho
hello, before starting i need to say that I've never used unity or blender professionally. Well, here's my problem:
I recently created an avatar with a custom emote, i replaced it in the override and all the stuff and tested it in VRC and it works! but when the animation ends it stops making the emote as well as the music (its a dance). Is there any method of making it infinite or a making it a loop or something like that until i move?
Thanks and sorry for my bad english
Hi, anyone got a tip why Idle Crouching animations don't work? Prone is fine tho.
Hello~ I'm new to 3D modeling and Unity, and I'm very exited to try to publish this cutie I made. 🙂 (Shout out if you know what game she is from!)
I still need more hours of play in VRChat. 😄
Anyway, the question I've got is what's a good set up in unity for animation? I'd like to add an idle "potion drinking" animation and to have her wings continuously flapping. And a slight tail wag. That's really it. I didn't even put eyelids on her. :p So yeah, any help is appreciated! 😄
Not sure what you mean by setup, if you're talking about making those animations and using them on the avatar i'd suggest going over the #avatar-help channel to see how to have those wings/tail animations moving done easily
By setup, I mean what's ya'lls workflow? What windows do you find the most useful? 😄
oh, well, unity by default isn't really an animation program, so very barebones
people often rely on assets that add more useful tools
Ahh... So if I make an animated armature in blender, it would work in Unity? 😮
yep !
you just need to bake the action and then it'll export it with blender in the fbx
Awesome~ Thank you, @muted prairie !
emotes are limited to like 1 min with sdk2
Can someone help me with animation issues? When I have an animation running, it follows the head, and the fingers don't gesture. Deoes anyone know how to fix these two issues?
emotes are limited to like 1 min with sdk2
@clear yew yeah but i want to loop the animation until the minute passes
I think i'll gonna copy-paste the animation moves
Hey does anyone know how to find the Custom Override Empty anim file? I'm trying to look for it all in the VRCSDK file and I can't find it anywhere in there.
I'm pretty sure I might've done an SDK3 project but I'm not certain, theres no examples file but rather an examples3 file.
@clear yew look like 3
Awh damn.
hey how do i make gestures do a gradual blendshape
Is it possible to make the whole avatar do a pose when you use a certain emote? Like the whole body. I want to make an emote for cactuar doing his iconic pose but it isnt working for me. I made the animation in blender and brought it in as both a generic and humanoid model animation, but neither work. Help would be appreciated!
@graceful badger if you mean an emote,. then yes just apply it as your override in the emote slot and it should work. If you mean as a gesture, you'll want to create a second "avatar" and have the animation on it. As seen in the attached image, the red is the actual avatar as normal, but the blue is an empty object that contains a copy of the avatar, with the black/highlighted body(1) having the animation on it.
You can then have the gesture itself just disable the mesh of the actual avatar, and enable the empty object
I got it to work, I went to avatar 3.0 where stuff was a lot easier.
However I am back with a new issue :L
#avatar-optimization if you can help
@verbal ether
Hey guys,
I am trying to reposition props that my avatar can toggle; so in Unity I check the little box to unhide them (red-circled) which works for the Sword Left then I can move it around.
But for the other one (which is a part of the first one, if that matters) even by displaying it the item stays invisible.
Does anyone have an idea why that is happening, or how to display an item that is part of another item maybe? I am definitely missing something.
is there anyway I can remove the 'foot fall' animation that happens when you stand around? Its like a default shuffle. My little digitigrade satyr doesnt take too kindly to that motion and his legs look silly haha
hay how can i add music and dance to the F1-F8 keys
Depends on what sdk you use since they do it differently
i have the revrus natvali
trying to edit the idle animation on my avatar. made a new one, and Im trying to override the usual IDLE, but it doesnt seem to be working. Any tips?
I have a toggle for desktop that lets the player enable a certain pose and when I am using the humanoid rig it doesn’t work (probably for rotating the limbs). In a generic rig it works in unity, but in vrchat the avatar is stuck in tpose and you can’t get out of it.
Does anyone know why my guy on the left is going into the 'curl' pose when I preview his idle animation I made? His copy on the right is correct. How do I fix this?
Hello there What I have been trying to figure out is how to add a clone of my avatar doing the same dance animation as me. example I have a Cerberus avatar i purchased and for the dance I want to have two clones on either side of my avatar imitating my dance
it is for 3.0 of coarse
duplicate it ,disable em, then plonk animation on each , enable with gesture/toggle or any parameter you want
gonna be a heavy avatar tho
alrighty
im not sure if this is relevent to here but can smeone help me with whati said in user support
Hey thulan I am unity noob in regards to adding animations to 3.0 avatars how is it done
Watch literally any end to end avatar uploading tutorial, then come back when you have specific questions. "Pleaseeeeee help:" is not a question we can help you with.
You have a lot of things going on here, none of which have to do with animation, and most of which can be answered succinctly by a tutorial. Hence my answer
I’ve watched countless tutorials
I can’t get the model to bind with its bones
Also greyed out textures cannot be deleted
That’s why I said “plEeeaeeeSe hElp” because I’ve been up all day and night trying to get this model up watching every tutorial and to no avail. I just want to get this done already
I've heard this story before. "I've watched countless tutorials" directly translates to "I barely skimmed through 2 videos and got frustrated so I spent 5 hours staring angrily at Unity"
Model making is a steep learning curve and a process. You're going to have to pay more attention to at least one tutorial, you haven't even scratched the surface of what one of them can cover
I am helping you. I'm not gonna sit here for 3 hours telling you what several less than 20 minute videos are already designed to do. I'm giving you the means to gauge your efforts and direct your path to model making
And, once again, wrong channel, please use the appropriate channel, thank you
Hello!
I am trying to preview my animations but when I click "Play" there is no little bar under any of my buttons going rightleftrightleftrightleft all the time now to indicate it's doing something; the screen is just static and even though my animations are working in-game I can't preview there.
Anyone knows why? Some button I forgot to click maybe? 👀
hey everyone o/
so im trying to make my model right arm to grow in a specific animation but i can't .. it won't work from the properties in the animation tab or the recording move << also i try to add behavior key frame but i can't find it in my whole unity at all ... any idea how can i grow the arm ? or find the behavior keyframe ?QQ
Anyone know how to do blood spatter effects? i saw a dark souls avatar do it but idk the author personally and the only methodss i know (decals and projectors) but they are always removed by sdk
It is for a emote animation that usees visemes from another part of the body, like a tail without the bones
Is there a collider attached to whatever that gesture activates? 😮
hello
Did you try using the bone for the arm?
its under the armature heirchy
Yes i did for some some reason the effect of the grow dose’t take a place in the animation and yh i want to use the bone to grow the arm
.
idk about behavior key frames, but I usually use manual transform of the parent bone (arm or shoulder) and select with shift to bottom heirarchy
@wispy laurel
How do I make a hand gesture? Im trying to replace the "Rock and Roll" with a Y hand for asl. Available for voice chat if needed
does anyone know why this does this? It happens when I try to apply a custom idle animation. Ive never had it not happen . I see fixes online but nothing on HOW to prevent it. (
Hi idk if this is related to animations, I'm sure it could be, but how does one get an audio clip to play when an emote is playing
Is there a way to link it to the animation in the inspector?
Is there a way to bake a particle system in unity like you can bake a physics simulation in blender? I want to be able to make an explosion and then reverse the explosion.
https://gyazo.com/e253962a6ae57a330b47f72563414647 So I need some help, I need this avatar to be bent over as shown in the picture, but the only way I can get it to stay bent over is if I put the animation time to generic, but then he doesnt have any animations and the view point is behind his head in game. Any advice or help? (Not really sure this is an animation issue but might as well ask)
@blazing bluff where you have that problem in blender or unity?
like you see on unity everything is fine but in vrchat not?
In vrchat. So in unity hes hunched over, but if i bring him in to vrc with a humanoid animation type, he tries to stand up and thats not what the avatar is supposed to do. But if i put him on generic theres no animations(which ill figure out how to fix after) but the camera is behind the head @mint sun
Yea so hes in vrc like in that picture, but the viewpoint is behind his head
mhm
Ill try to get pictures in a moment, im currently away from my pc cooking
For the avatar descriptor view point?
you need to try something to do with camera
Alright let me take a look now that im back at my pc
k
And once I fix the view point problem, how would I go about giving him animations to walk crouch etc? Just copy them from the normal humanoid animation set?
Alright
https://gyazo.com/9a935f9a11c5ef8c6761ff68abc02155
https://gyazo.com/80a89b678724bf8767c51730cf87a2fe
So I moved the viewpoint forward and went into game after uploading it and the first picture was how my viewpoint was and still is. I tried changing the root node to be the chest, that didnt work (it is currently the hips)
so your camera is behind him?
Yes
and when you adjust it it does nothing
That little grey dot in the second picture gets shoved behind the head. And yea, the dot was originally between the eyes, and then I sent it out infront of the head to see if that would work and it still didnt fix it
its like camera isn't connected to avatar so unity creates replacement behind him
Yea, is it because the animation set is on generic? Or is it something else? Cause I pre-posed him in blender if that makes a difference at all.
hmm its weird tho i have no idea in your place i would try something with camera or move avatar behind
i never had that issue
Alright, ill move the avatar backwards a bit then.
@blazing bluff I'd recommend keeping the avatar in a T-Pose in blender and exporting that way, and then hunching him with custom animations in Unity
it is weird that camera wont adjust
I don't know if the IK will work with generic animations though? o:
that said, just uploading it as a humanoid rig without the hunch, then setting your in-game height to be lower will hunch the avatar very similarly to that
camera issue might be related to generic rig, potentially?
Maybe. I just figured it would be easier to pre-hunch the avatar cause thats what the original character does, its constantly hunched over
But ill rebuild it in blender and the try making him hunched over in unity instead.
try do it normaly tho t pose and animation for standing etc
I'd recommend uploading it in a T pose, setting it to a humanoid rig in Unity without the hunch whatosever, and then just changing your in-game height o:
or alternatively just crouching irl, which will also hunch the character very similarly to how you have it set up above
Alright, ill let the person know that im making this for. Cause they havent told me if they play in vr or just pc.
On Desktop you could likely just crouch (with C) and it'll do the same thing lol
Yea but you move a lot slower haha
fair lmao
but why position would be a problem t pose or not camera should be working wherever u move it
Yea, thats why I came here cause ive never had that issue before either.
Off the top of my head I'd blame the generic rig?
also, def make sure that there aren't any other avatar descriptors in the hierarchy, too
Yea, ill make sure when I bring in the rebuilt version
How would I go about making an animation to put my avatar into a crouched state constantly but to where the player can still move around freely?
I don't think you can? o:
lowering your in-game height or crouching irl/in desktop would likely work though
Alright
Can someone explain to me why my hands will go from the idle state to my custom hand emote over and over when i activate it? i can kind of understand why but i dont really know how to fix it. My custom emote does not replace one of the standard emotes, its only activated when i activate my gun so it has the conditions , Transition to if Gun =1 , i can send image of animator to show as well
Actually i kinda fixed it but there is a new problem, i got it to work entirely perfectly , when i enable the gun, my right hand correctly makes the proper hand emote to hold the gun, however my left does not. it just idles
hello! Currently creating an avatar and I am currently stuck on something
I want to create an emote where there is more than one avatar on it. It pretty much is supposed to be a pose of them side by side together. How do you guys do it? Thank you!
You would use parent and rotation constraints in unity
or you could find two meshes and parent them to the same armature and weight paint them both to the same armature in blender, enable one avatars mesh and disable the others or vice versa
Probably gotta do the same on the layer that's masked to the left hand, if you're using the default hands controller
@north pendant thanks for the response ! I ended up finally applying a mask last night and that solved it! However now I gotta figure out unity’s interruptions system so I can have the gunshot sound effect play every time I pull the trigger and cutoff the previous sound
Doesn't have to be an animation interruption. You can just disable the previous audio and enable your gun audio on the gunshot animation state
How would you do that? I have the animation for my gun setup so that if the revolvers are active and if gestureright = 1 then it will transition to the gunshot sound , however when transitioning from the sound back to a default state , i have my (if gestureright not equal 1) I have a exit time of 1 because I want it to play the whole sound even if I let go of the trigger it will play the entire sound
You just...don't turn off the sound you want to keep playing. I usually just disable and enable the audio source object on single activation events like that for that effect, then I don't touch it in any of the other animation states
It’s a single gunshot though, from a revolver , it’s not a constant firing sound
single activation events
Kinda what I meant my guy
@north pendant please explain I don’t know what you mean by that I’m sorry
