#animation

1 messages · Page 134 of 1

half minnow
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Anyone? :S

clear yew
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does anyone know how to make images come on your screen when you join a lobby along with music

violet moss
tacit sapphire
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why doesn't the action layer aka emotes not play sounds with animation

noble shell
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enabling objects ect goes on FX

steel belfry
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hey yo does anyone have access to the Eves Motion Empire discord?

atomic bay
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how would i set a gun slide anim to a 3.0 avatar ive made all the anims and t5he gun toggles on and has a face gesture to shoot how do i add the additive animation on top of the particles and stuff

woeful solar
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I’ve been looking for an animation file that works on humanoid rigs.
I’ve seen some avatars with it, it’s basically a wolf run animation that can be applied to human models to run on all fours.
Does anyone have it? Would greatly appreciate it ❤️

clear yew
violet moss
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Nah man, block my screen, get blocked. Lol

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It's usually desktop users that don't know how bad that is in VR

clear yew
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its not even bad in vr kid use safety settings or stay in ur private worlds if your that sensitive to block someone over an avi

violet moss
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I'm not using safety

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Blocking inconsiderable people works just fine

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Not going to let a few people being spammy with shaders prevent me from seeing decent peopel's avatars and animations correctly

clear yew
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blocking someone has the same weight to it as a report in terms or ranking if your gonna cry over an avi hide the person. thats whats wrong with the blocking system in vrc you get snow flakes like you thatll block anyone for any reason when theres other things you could do besides block

violet moss
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Nah, I just block. I don't like seeing grey robots

clear yew
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probably some cringe trusted user who sits in mirrors all day aswell huh with that mindset you gotta be

violet moss
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You seem upset

clear yew
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not upset just disappointed because its people like you that ruin the experience for new users weather it be having them banned or holding a trust rank over newer players like it makes you any better than them

violet moss
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That's pretty much why the system was designed like it was

violet moss
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It's meant to be delayed until you learn how to behave.

verbal tundra
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can someone tell me how to do an afk aniamtion ?

verbal tundra
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:/

violet moss
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Does anyone know if root motion works on action emotes? Using motion.t.x instead of root.t.x ?

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Like what is the difference between the two

violet moss
verbal tundra
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Thank for your response man :D but I asked how to make one

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Like when I do an animation and move the arms and add a keyframe unity act like he don't understand that and doesn't care about my keyframe

violet moss
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Oh, just generally how to make any unity animation? Marie sure record mode is on, go to the place on the timeline you want to edit (the white line) and then you edit things. All your edits get added at that location on the timeline

compact marten
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you have to animate the "Muscles", as defined in the rig config

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you can either do that through the "Add property button", which is kinda tedious

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or, you can use the Muscle animator unity addon

violet moss
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Oh, humanoids. Yeah, unity doesn’t have good humanoid animation tools, better to make those in blender. But you can also animate in unity as a generic and there are some paid tools on the asset store to convert it to humanoid for you

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But really you are better off learning to animate humanoid motion in blender

compact marten
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^

verbal tundra
molten mirage
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Everytime I try to convert a mmd motion the fingers are broken. Has anyone thats done this know how to fix?

slim barn
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Hey everyone, my avatars don't lip sync with the songs in the MMD worlds but the lips move when I talk, even during songs. Is there something that I'm missing when exporting from blender to unity? or something in Unity?

shy drift
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or at the very least, try this to see if that fixes it

slim barn
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Oh you mean having BOTH the EN and JP blendshapes? I translated the visemes with CATS. can I get them back by importing the pmx model and merging?

shy drift
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If you did any editing of the model then the vertex order would be different and I don't know if you could or how to fix, you could just rename them yourself by matching them up, more time probably to do it that way, maybe less time than starting over with editing model

slim barn
slim barn
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The face animations in MMD still won't work after both EN and JP translations of the blendshapes. I've noticed most 3.0 avatars can't lip sync as well. I've talked to a creator who did make avatars that are comparable but they don't know what they did. Maybe something about the new SDK vs an old one?

soft hatch
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Hey what framerate should you animate in? Or should I just animate it and then adjust the timing in unity?

muted prairie
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30/60 is alright from my experience

soft hatch
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Alright thanks!

violet moss
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Action emotes as well

hybrid merlin
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is it possible to make a poiyomi dissolve animation on a 2.0 avatar?

potent grotto
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Sort of an animator/animation question;
Is there a variable I can tap into for how hard someone squeezes their grip on the Oculus Touch controllers?
I noticed on a lot of avatars it goes nice and smoothly if you go slow on the grip.
Was thinking if that was a parameter on the SDK already, if I could tap into it as an extra point of control in my locomotion

half minnow
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Question which is the official way to convert mmd to animation? Actually I am using a Chinese converter on unity but I wanna ask if there are better methods now

hollow gyro
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Hello there~ is this the right place to ask questions about dynamic bones? I'am looking for a similar method in UE4.. I read sth about PhAT, but there are so less tutorials (o x o). Does anyone know anything about it or has tips?

violet moss
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Since Unreal has no use for VRChat I wouldn’t expect too many here to have any experience with it.

sturdy jay
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Nested Sub-State Machines or Nested BlendTrees

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any one can explain wut that means?

violet moss
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Blend trees were one of the elements of the blend tree is an entirely different blend tree!

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Similarly layers on a controller can have a node that represents an entirely different controller. Sort of like a box in a box

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If you don’t know why you would want to make one, you probably don’t need one! :p

fierce terrace
half minnow
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hi i got a issue with a animation basically is a mmd converted

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but the animation include also a "fall" where character go down of 10 yard

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i wanna delete this "fall" and prevent character go down

half minnow
short tusk
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I’m making a quadruped avatar and I am thinking of using a generic rig rather that trying to use a humanoid one. Of course, I will have to use entirely self-made animations. Is this feasible?

clear yew
radiant ore
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Hello everyone! Not so long ago I faced the problem of choosing a theme for 3D motion video for my portfolio, after a long search I came across Oculus. I found it interesting to create a video for them, starting from the very beginning, from the very bottom, by polling the audience and talking with the fans of these devices in person.
Three weeks ago I started thinking about ideas, scenes and environments. Now I have a couple of sketches that I want to share with you and get your opinion on this. At this stage, everything still looks very damp, there are few details and elaboration, there is still a lot of work to be done! But I'm really very interested to hear your opinion!
In the first video (Gif 1 See below), I want to show that Oculus 2 has won the hearts of true fans of certain games and the gaming industry in general.
In the second draft (Gif 2, see below) I want to convey the idea that while at home you can be anywhere with the help of a virtual reality headset from Oculus, in this case I decided to show VRChat, a place where you can meet friends in virtual reality and have fun from the heart!
Your opinion is very interesting! This will give me an incentive to go further and develop the idea from other angles. Thanks to everyone who responded!

muted prairie
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Very cool WIP !

half minnow
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Supercoool

plucky chasm
radiant ore
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Thanksssss🥰

blissful oak
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Anyone seen an issue where when on layer moves to another state, all the other current animations on that controller run again?

nocturne osprey
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can anyone help me with my problem. am trying to make a toggle animation for 3.0 but when ever i try to toggle in game nothing happens?

fallen thistle
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someone know grounded animation or particle like if touch the ground=play

half minnow
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i would like to animate the "guy" inside the body, there is a tutorial for how do it?

analog bronze
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🅱️ ictor

grizzled plinth
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You will need armature for him specifically

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Which is easier to do in blender

short tusk
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How am I ever going to get any animation done when simply wiggling my rigged model around to play with inverse kinematics is so much fun?

sterile sentinel
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the curse of the animation wigglies

onyx copper
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Hi ! Is it possible to add some shapekeys to an avatar fbx without breaking existing animations ?

proper carbon
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Hi I'm fairly new to making avatar animations but i was wondering if there was any documentation for doing something like summoning a persona or another character model and having it do its own animations

frozen slate
near garnet
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how do you make a entrance animation? i tried to make one where i come in on a broom but when i played the animation in game my character was stood still but the broom was still doing what is supposed to

frozen slate
violet moss
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(Semi-biweekly whining that hips locked at origin in dance worlds when you have index controllers)

short tusk
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So I have some animations baked in Blender, every transform for every bone keyed on every frame, etc. but in Unity and VRchat the bones twist and rotate haphazardly on certain frames and overall it looks a bit glitchy and terrible. Does it for both baked and unbaked animations.

short tusk
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Why are the back legs doing that

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Here it is at 1x speed

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And this is what it looks like in Blender, how it is meant to look

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I know the head movement difference is because Unity refuses to acknowledge the second neck bone.

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But I don't know why the back legs go brbrbrbr

tired veldt
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Does any1 have an animated Stand Idle pack they could send me?

muted prairie
twilit topaz
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whenever I deselect a gesture, the facial expression doesn't go away

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this is how all my nodes and transitions are set up

short tusk
twilit topaz
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I fixed the expresion stacking thing (idk how), but now the gestures don't work on the left hand, even though it's set up exactly the same as the right hand

teal cave
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I’m trying to make an animation in unity, but whenever I play it in vrchat, the sound comes on but the jaw doesn’t move?

pearl quartz
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Is there anyway to get a facial animation from one character to another? i made an animation with software but the character doesnt have the blendshapes the software generated

random nebula
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no particularly it's highly unlikely the two avatars share identical typology

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which is a bit of a requirement for the blendshape transfer

pearl quartz
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ffs

violet moss
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Can I make a gameobject go invisible for myself, but not for others, and not for myself in a mirror?

frozen slate
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possibly parent it to your head

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might have to have a tiny amount of bone weight on the head?

wary basin
violet moss
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Yeah but it’s still invisible in mirrors. Wondering if you can get something that only appears in mirrors without a special shader

slim barn
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I want to have a rotating halo on top of my avatars head but the transform values don't move the object. I've tried making a gameobject and moving the halo out of the avatar hierarchy into it but it still won't move. Is there something that I'm doing wrong? The values change but the object stays in place

warm sleet
slim barn
warm sleet
slim barn
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the numbers change in the panel but the object itself doesn't move.

hasty spoke
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Saw an idle animation on an avatar where they curled up and did little front roll's in a circle. Can't find it on any sites sadly, any ideas? Or should I just try and make it myself (seems a little complicated for me though)

twin epoch
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You can't move an avatar out of position with an animation while tracking is enabled, so it may be more difficult to get this to work the way you want than you might think

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Which I got from somewhere public, don't remember where

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You can turn the avatar by 360/n degrees in the same direction between rolls n times and theoretically they should go back to the starting position, ignoring other difficulties

sullen lance
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Unless by idle animation they meant AFK animation.

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Then yeah, I have a public Rusk avatar fav'd that uses that kind of animation.

hasty spoke
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Yeah afk is what I meant

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I'll see if that one similar when I'm home

ivory laurel
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Hi folks, I prepared a button with animation in blender, I'm trying to use them, but the button is now in my main avatar's armature:

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So now I'm trying to change the "path" in the animation file

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damn it's small as heck

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but I changed it to what i think is the proper path, yet the animation doesn't play

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Anyone got any clues on what could it possibly be?

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I also changed the path for every "path" i could find in the .anim file

frozen slate
# ivory laurel

from the hierarchy it doesn't look like Button is in Bone.001, it's in Hand.L. But the easiest way to figure it out is to just animate any property on button in a new animation and check that file to see what the path should be

pallid radish
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Hey, I've been trying to animate an object on my avatar so it rotates 180 degrees but no matter what I try, I keep getting unexpected results.

So far I've used rotation & position constraints with various configurations as well as animating the rotation properties and transforms of the object with both euler angle and quaternion interpolation.

A bit stumped as to what approach to take to accomplish this....

Made a couple clips of my settings and how it behaves in-game:

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the victory gesture is supposed to turn on the flip animation, but in this case it just moves down a bit

frozen slate
mighty willow
sturdy jay
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i been trying to work on animation and i put write defaults but it not turning off when the i change the parameters value

median knoll
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whenever i try to edit the 0 number to 100, i cant change the number

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its confusing

chrome marten
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Hey guys does anyone know a good Patreon to buy crazy particle animations? I learn about things via dissection, would love some leads!

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PLZ LMK!

eternal nimbus
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yo, sorry to bother y'all, i don't like askin for help, but i cannot figure out how to make my custom prone animation stop breaking when it's idle.

when i move (as shown in the gif) the legs extend and the body rises out of the ground,(which is what it's supposed to always be) but when not moving it just sinks into the floor and breaks. avatar is 3.0.

(the preview in unity does not show it sinking in any animation, only in game)

eager jetty
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Hey, I have a simple question - Is there a way in unity to make an animation's auto lerping between two keyframes roll over to the beginning of the animation again?

Right now I'm doing basically the following:
value: 0 -> 1 -> 0
while the first two keyframes move correctly (and curve over the 1 basically) the return to 0 does not take this curve into account to go back up to 1 afterwards.

Visual: (as you see at the end there's an abrupt motion, I want to get rid of that)

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(Note: I'd like to avoid curve editing >< but worst case I guess that's the way to go..)

compact marten
half minnow
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any idea how to make a "toy" laser effect?

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without using trails and performance friend

mighty willow
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idk look at mine

eager jetty
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I wonder.. I think one way would be to loop it in a state where linear translation is good enough. Might be a bit cheaty, but that's how you get perfect loops for music and seamless transitions for repeating textures, too so.. I might try that next time I get to work on it.
Thanks for the advice!

mighty willow
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its a perfect loop

eager jetty
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Maybe I'll have to force it to recalculate somehow.. Worst case I'll have to look into the curves a little more.

mighty willow
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you just place funny boxes on the timeline animation in right order

eager jetty
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If it worked out of the box I'd not have that much of an issue xd

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some parts of the animation actually work smoothly as wanted, just really one part doesn't so I needa look into that.

mighty willow
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move your frames like this

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so that where is the red line is empty space

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its choppy because it moves too fast

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if it moves slower it shouldnt

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hmm i think i drew it poorly

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basically instead of small space in the beginning

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u do this

half minnow
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questions. i make 4 character but i wanna add a dance animation where all 4 character will appaer, and dance, how i do it?

sly quiver
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anyone know why when i preview an empty animation, it teleports the avatar hundreds of feet away?

sturdy smelt
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which of these are the strafe and which on is left or right @muted prairie was told ya might now

muted prairie
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R is right and L is left

sturdy smelt
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thanks good sir also is there a turning animation

muted prairie
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nope, it blends between the strafes

storm moon
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how do I animate my hand such that it always stays at the side of my head?

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like this, but where if I look straight up or down, the hand doesn't lag behind

muted prairie
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You'd probably need to constraint a dummy arm bone to your head

storm moon
muted prairie
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rotation constraints

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they would be on the dummy bone that has the arm weight paint

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your real arm bone wouldn't do anything

merry cedar
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im having a problem where my animation works, it switches materials and objects in the animations in unity just fine but when i toggle it in vrchat it wont switch the materials, im working on 2019.4.31 and it worked just fine when it was uploaded on 2018 but now it wont work

flint hatch
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so when i animate in unity my body tighens up, how do i stop this as thats fairly annoying

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like i dont want my body to crunch together but still be able to have my preview

muted prairie
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make a duplicate and animate on that instead

flint hatch
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ah yes

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thanks that should work just fine

flint hatch
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ah great, toggles wont work and im clueless to why

muted prairie
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You should get Lyuma's avatar 3.0 emulator, it helps for that a lot

flint hatch
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Interesting

flint hatch
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so the buttons work its just im guessing the transition or the animations themselves, i feel like i should of learnt this stuff awhile ago but laziness tends to defeat me

storm seal
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how do i do character animations on pc

flint hatch
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You can try making an animation in unity, YouTube is your friend

storm seal
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dont some charatcers have pre set ones?

flint hatch
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If you import them, yes

storm seal
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i got a character from a character world how do i check if it has any

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but what is the keybind for it anyway

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on pc

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@flint hatch

flint hatch
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I’m not sure I’m the person to ask

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I’m not able to do them at all lol

storm seal
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really why?

flint hatch
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I’m a noob at custom animations

storm seal
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oh

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do u know anyone that knows the keybind on pc?

flint hatch
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Nope sadly

quartz root
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Trying to use 4 dissolve animations to toggle 2 colors and 2 states using 2 bools each on a toggle. I can't figure out a method to have the color toggle only trigger when changing and my attempts at a solution are getting ridiculous.

Another version of the same problem is having an avatar spawn into a state and only play a related animation when the toggle is then changed

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For example the first 2 would be single frame color changes where the second two would be the animation

dawn verge
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I've tried so many things, I have 1 of two choices... the Return Doors animation remains aniamted on it's last frame as it should but if so I cannot enable any other animations here.
Or, I can have the Return door in an infinite loop and enable other animations.. Anyone know a fix?

raw dune
compact marten
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very nice

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using bones I hope? :p

raw dune
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[Sweats}

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Y-yeah. bones.

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[Hides shpekeys]

compact marten
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:thonk:

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I can show you how to do it with bones, like how every shooter game does it

raw dune
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No, yeah, it's set up for it, and I'll have to do it that way

compact marten
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from valorant

raw dune
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ye

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I just hate importing animations to unity. But I should.

compact marten
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kek

raw dune
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Especially since this is all going to be joined to the main model, and shapekeys are ass for that.

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[Realization that I have to make hand poses and constraint setups]

compact marten
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kek

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wish I could use custom emoji

raw dune
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Im tempted to try to learn finalIK, and set up a proper two hand grip controlled by the main hand.

compact marten
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don't even need final IK for that, but perhaps you could use it

raw dune
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Oh?

compact marten
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you typically use an Aim constraint

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well, a parent constraint + aim constraint

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setup consists of 3 empty objects as targets:

  • back
  • right hand
  • left hand
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gun by default is at 0,0,0

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gun is parented to an empty of its own

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(so that you can adjust its position)

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parent constraint on the gun empty is set to weight 1 for the "back" target by default

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when you want to grab it with one hand, you change it to be weighed to the right hand

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to do a 2 handed grip, you enable an Aim constraint on the gun so that it points towards the target on the left hand

raw dune
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Right, but I want the pistol grip hand to not control the gun position; irl, you mostly drive the rifle with shoulder and front hand.

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So, it'd be parented to front hand, aimed at shoulder.

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And back hand has animation/ik overrideen to IK to the pistol grip.

compact marten
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the position can be controlled by both hands

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but if your right hand is steady, it's controlled by the left hand

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when the aim constraint is active, it's always pointing to the left hand anyways, so the left hand controls where you're aiming

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the downside is that the left hand can slide

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and ruins the effect a little

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so in that case, you'd need finalIK to fix that

raw dune
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Here, video demo. When you run a rifle, the actual main points of control are your shoulder and offhand, your dominant hand only really does minor stuff and runs the trigger. I wanna set up that the main hand is IK driven, when the offhand is gripping (gesture) and then transition to a more standard constraint setup when held only in main hand.

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Yes, this is absolutely not necessary. Lmao

opal wadi
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Yo guys how do we use alembic file VRChat? any work around?

muted prairie
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File size will be insane FYI

opal wadi
muted prairie
opal wadi
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@muted prairie thanks!

granite vector
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Hello! This bug has been driving me crazy. Found your post while looking for a workaround. Before I rope some friends into testing yet again, does your workaround work if I leave "eyes & eyelids" as tracked in VRC Animator Control? Or does it need to be a body part that's tracked with a controller/tracker?

violet moss
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It needs a body part that would actually effect its appearance in network ik

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It is not an a useful workaround in nearly any situation except AFK poses which shut off tracking anyway

granite vector
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Ah 😦

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I see, thank you

violet moss
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I did post a test avatar showing the problem at Ruuubik’s request, hope it gets internally verified as a bug. It’s one of my biggest nags. I’m considering getting a headset other than index just so people see my dances correctly

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If only it was not remote only, everyone would be complaining

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People just don’t know they look broken

granite vector
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Hm, I guess I could try leaving only fingers tracked.. but that still wouldn't be ideal.
Yes, I observed the problem in my sdk2 world sometime last year I think. In a station with sitting animation overrides. I had the dances working fine initially, and then the bug appeared in some update, but no idea which one it was. I was hoping the issue would be gone when I switched to sdk3, but nope.

violet moss
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It has to be head or hands, or if Fullbody, hips and legs also work

granite vector
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oh, I thought that would be included with network IK

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right, that makes sense

violet moss
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Like I said it’s a useless workaround. I was just pointing it out to try and sluth what the cause is

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My best theory is that there’s just a different IK state when you have all IK sources set to animation that has the bug

granite vector
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yeah not useable for us, but it's a starting point for them to identify the cause at least

violet moss
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Maybe @muted prairie would have insight.
Gonna risk the ping vrpill

muted prairie
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We're aware of the bug, but doesn't have a very high priority at all, so can't give an ETA on a fix

violet moss
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Hey! Aware of it is more than I assumed so that’s good by me

granite vector
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yes, glad you are aware at least

violet moss
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@granite vector horizontal motion doesn’t seem play remotely at all. Vertical (Z) root movement does seem to play remotely but it is scaled by some amount. I have been trying to figure out the exact amount, just so the animation can be “fixed” by playing a different animation for only remote users that is of a different height. Of course that will all break when the bug gets fixed

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And it only works in the case of animations that only need to modify Z height

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Walkaround dances are unfixable

opal wadi
granite vector
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hmm, I hadn't noticed the vertical height being wrong myself, just the horizontal motion. I suppose the vertical could also be fixed by changing the root motion offset instead of a different animation altogether. But yeah, my dances have walkaround and similar stuff

muted prairie
granite vector
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oh, that's really weird

opal wadi
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@muted prairie Turns out its the VRC SDK3 causing issues. If I remove the sdk it works fine... I guess I will jz have to import the converted file?

muted prairie
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You should do this in your project yeah, you only need the shader and texture in your actual project

opal wadi
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How do you destroy game object using button in world SDK-3 ?

opal wadi
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Send help plz : (

sterile sentinel
shadow knot
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Can someone help me with a tail wag animation using 2.0?

opal wadi
muted prairie
haughty mesa
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Can anyone help me figure out how to make it so that when I hold the trigger down my avatar is animated? I'm looking to do like a human torch type flame hands thing thanks

dawn verge
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My avatars default blinking animation on the animator doesn't work in VRchat but works in Unity, whats up with it?

chilly kernel
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how would i go about making animation thats speed is based on your locomotion speed?

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basically how fast you move would set the animation an sound speed. being able to rewind/forward it

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i mean maybe even just the speed of the animation

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actually lemme rephrase this. how do i make animation with sound thats speed is controlled by speed youre moving

muted prairie
chilly kernel
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alright ill ask there thankies

ebon heron
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I got a weird question, its more of an audio question but there isnt a channel for that.
I am trying to time an animation to very precise frames to match an audio clip I put together in Audacity... The unity animation editor does 60fps but Audacity doesnt seem to have the ability to display timecodes in anything but 24, 25, 75fps... Does anyone know a way to see a wave form, click on a specific spot and see what frame that would be in 60fps?

lament light
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custom script to add a audio waveform under your animation window

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makes it easier for hand animations

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i use it all the time 😉

ebon heron
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oh god brilliant thank you

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I ended up slowing the audio down in audacity to match the 60fps but this looks much better

lament light
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yea comes in handy when keyframing to music

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good luck brother! 👍

ebon heron
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oh boy that much more complicated than my simple reload animation vrcLaughing

lament light
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lol

ebon heron
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omg this is amazing

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thank you so much lol

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banging my head against google trying to find the best way to do this for like 3 hours

quick oasis
#

I've set a custom objects mesh for my particle systems renderer while set to mesh mode and it doesn't render anything, i've tried scaling and everything nothing shows up. However it does show the mesh when i set it as a shape. Any ideas?

#

apparently having any object with any sort of insets is the cause, or it could be the seam i marked maybe, unsure but i've removed both and it now renders

ivory atlas
#

im having trouble with the outfit toggle i have

#

i would like them to not fade in from start

#

right now im using dissolve

#

is there a way to have the animation run from 0 > 1

#

and not 1 > 0

#

i tried -1 in the value but it makes it get stuck

#

o wait

#

ya im lost

ivory atlas
#

for some reason just testing an animation is breaking it for the model when its toggles worked before

#

im about to lose my mind

#

so animation decided it wanted to be normal again now the toggle is not working

#

no changes made other than entering and exiting play mode

tulip vale
#

anyone have this idle?

echo wraith
#

My 3.0 toggles are acting like an old 2.0 inventory system on my avatar. If someone looks away it won't untoggle the previous prop. Anyone know what could cause this? It works if they're looking at me.

agile fulcrum
#

Hey all. Would anyone know if it’s possible to use the pens to write on objects instead of air and if there’s a tutorial for it? I’d like to have a sketchbook obj for my avatar and a white board for my world

echo wraith
digital lichen
chrome marten
#

How many particles is too many?

#

I heard stay under 1 Million by someone

#

but thats all I know rn

#

idk anything about optimization of particles but I know how to use and make them well

fiery pulsar
#

anyone know where to find a certain animation...? I dont know where to find it nor its name but i know its a standing idle. Its cute and give a shy appearance. sometimes the hans goes in front of the face

#

this one? TuT

clear yew
tulip vale
clear yew
tulip vale
#

kk thanks

clear yew
#

No problem and good luck

violet moss
slate silo
#

So every time i add the fx layer, the gesture layer just disappears and I'm extremally confused

quick geyser
#

Hello I have been working on a project, I finished the modeling and rigging, I also managed to make quite a few animations already, however I have been having a really hard time getting the controllers to work how I intend them too. If anyone could dm me if they think they could help it would be greatly appreciated.

lavish scaffold
#

You can post your issue/problem here. People who know about it will help you with it. I dont think many are comfortable with DMs.

quick geyser
#

Its somewhat difficult to explain without showing. Basically the vr sdk3 controllers are not working, I can get a basic animator controller to work though, but for some reason the base layer and action layers will just straight up not work. I made an expression, and it literally showed up in the menu, but when I hit play it wouldn't play, despite the animation working in unity.

#

The controllers themselves are not working for some reason, but if I just use a basic blend. to control my animations they work just fine in vr chat. I can't understand what im doing wrong, but I must of tried over 30 times to get this thing to work.

half minnow
#

question what is the official way to convert a mmd to anim?

violet moss
#

Is there a work-around to temporarily disable blinking on AV3 without disabling eye tracking?

flat wolf
#

anyone know Japanese and know how to setup toggle menus and setup finger/facial gestures?

#

animation and other languages is not my best so i wanted to ask if anyone can help me on a screen share

noble shell
#

I dont use cats blinking, only blendshapes so thats easy to stop, just detect something turn off the animation

violet moss
tardy oasis
#

When i enter a submenu on my 3.0 radial menu, an animation activates and doesnt turn off till i leave the menu

#

any idea on what causes this?

tardy oasis
#

nvm i give up, 3.0 is dogshit lmfao

hardy bolt
#

Is it possible to make a toggle sitting animation for an avatar and still be able to move the hands? i just want to sit on the grounds and still be able to move the arms like i was standing

dull ridge
#

Is there something missing?

#

it became like this after I tried w/ the other animation

violet moss
#

(there is currently a long-standing bug where temporary pose space won't activate if you have fullbody - so these features only work with non-fullbody)

molten mirage
#

Tried creating an animation a few months back, couldn't get the timing right for it to repeat. Anyone know what I can use to see exact time on a video to time in unity? Because unity does by 60 frames while videos go by 100ms.

graceful wave
#

Got a question, does anyone have a link to an easy 3.0 animator tutorial to make a pistol/firearm for an avatar? At the moment I have some issues where the sound is a bit less than desirable and non interruptible, and the slide on the pistol is messy.

earnest lagoon
#

So I’m creating an avatar with toggleable wings that, when the wings are toggled on, are supposed to have an idle animation.
When I put the idle on a gesture layer with a full mask out and put aanother full mask out on the FX layer, everything works fine.
When I set up the toggle on the FX layer, it doesn’t work unless I remove the mask out. However when I remove the mask, the toggle works, but the idle animation is broken
Is there a way to both get the toggle and the idle to work?

violet bramble
#

im having a serious issue with an audio toggling animation
basically because animators dont update off screen the running sound of my avatar never gets toggled off if i run behind someone
even if i stop running it will not stop playing on their end untill i get back into their view

nobody has notably complained about this before now so i do not know when it started being a problem
needless to say this could be a genuine bother and i really need to find a fix or workaround for this
any help would be seriously appreciated as im on a bit of a deadline on this one

gilded trout
#

Anyone know how to fix this?

muted prairie
#

You add an animator component to the top object

night crown
#

anyone with the gun hold idle animation pls?

molten blaze
#

Any idea why the animator doesn't play when the player enters the trigger collider?

molten blaze
#

Never mind, I got it, but the animator sort of loop back once when it was played. The loop is checked off. It's only played once, but it would loop back once when it was played. How do I fix this?

dawn verge
#

So I put a blendshape on a pedestal to raise up the player via animation but the collider and mesh just raise inside the player rather than raising them up.
What's the trick to this?

arctic kernel
#

I need help, I literally cannot figure out how to make two animations combined in blender whilst having the second animation not snap back to its original location

#

It’s really frustrating and I have no idea why it’s doing it

soft hatch
#

Hey how many animations are needed to replace every animation (Not counting emotes)? I'm working on a character that doesn't have completly humanoid anatomy so I need to animate everything by myself.

pseudo crystal
#

I'm trying to use FinalIK with a spider avatar and I'm trying to get auto foot stepping to work, but I can't seem to get the feet to step along the plane. I have a grounder set to the default layer and tested on a plane and it does ground itself properly, but no auto foot stepping. What components do I need to use for auto stepping?

#

guess I can just animate some IK followers

half minnow
#

question, which is the correct way to convert a mmd dance?

#

i am using a tool on unity but it don't convert mouth and eyes

ionic wren
thick crypt
#

So, got this issue while trying to scale portions of an avatar with animations.

soft hatch
#

I know it sucks, trust me I study this and I want to so bad sometimes but if you could you would mess up the entire animation

thick crypt
#

No no I'm trying to use it to make sliders for models in VRChat.

#

Like, scaling specific parts.

soft hatch
#

What types of parts are we talking about here?

soft hatch
thick crypt
#

I feel like if it's diving into NSFW territory I should take this to DM's.

soft hatch
#

It's fine. Hop into my DMs and we can figure it out

clever plover
thick crypt
#

How do I animate the muscle groups instead...? Is there a way to do that?

clever plover
#

Under the animator component when you add a property, there'll be a lot of options to animate a humanoid rig (if the rig is set as humanoid)

clear yew
#

how to add a custom animation in sdk 3 i am totally lost all the tutorials i found are outdated and use CustomOverrideEmpty which doesn't exist anymore

thick crypt
#

Right.

soft hatch
#

Hey I'm trying to get an animation into unity but something screwed up along the way? The top part of the character moves just fine but not the bottom half. Here's what it look like in blender

#

And this is how it looks in unity

tardy sedge
#

are animations (such as custom gestures) not able to be made in unity? i get the keyframe warning

clever plover
tardy sedge
clever plover
tardy sedge
#

Oh, so you add a property instead of manually moving the body

#

Too bad I can't just modify the proxy_hands, even a duplicate is all grayed out

tardy sedge
#

so i tried that, but after i hit record and move the finger manually on a different frame, it resets once i stop recording, undoing all the work I did

#

still says the same keyframe error after following those steps

clever plover
tardy sedge
#

Yeah I went under armature in the animator properties, unless there was "muscle group" I didn't see it.

raw dune
#

Anyone have ideas on how to animate tank treads or chainsaws?

#

Plotting a new avii

clever plover
tardy sedge
raw dune
#

Can additive layers effect tracked limbs? I want to add some recoil/secondary motion without adding fakebones.

hollow bobcat
#

Is it possible to have my avatar's chin bone mapped only during an animation? his face is connected to his chin bone and I want use it only for animations. Problem is that I can't have his chin bone mapped otherwise I'd have an avatar who has his mouth always open. Is there a way when I toggle the animation it'll use his face animations that I have on the animation file?

#

Without the chin mapped I would have a face that isn't doing anything and is just using his default face, this is with his face animations and I want to use them.

night crown
#

does anyone have like a dj performing animation file?
i couldnt find one in maximo

soft hatch
#

Is it possible to have two animation clips going at the same time? I'm trying to animate a non humanoid part of my character and I can't figure out how to do it

#

Nevermind I'm dumb

#

No okay I'm not dumb in that way is there any way to edit animation in unity?

pseudo crystal
#

Is it possible to override the entire IK system used for a humanoid rig so that local defined takes precedence over VRChat's?

tardy sedge
#

Is there a list of parameters for the animator for muscle groups depicting generic things (like fingers straight, or the default gestures?)

violet moss
#

I believe that is not a free asset

#

But it is whitelisted

hollow bobcat
#

Okay so to make my question a bit easier to understand, can you have the chin bone mapped on animations only, is that possible?

violet moss
#

If you want to manually animate a bone don’t bind it as Humanoid

#

Keep the chin bone unbound and then you can animate it

hollow bobcat
#

@violet moss Well actually the animations are already done, body animation does it’s job but face animation with that body animation doesn’t work.

#

Face doesn’t do anything and it isn’t a facial expression either, but when I bounded the chin bone it does work with the animation hence when I’m asking if there’s a way to have that chin bone bounded only when I toggle an animation.

hollow bobcat
#

@violet moss What can I do from here? The animations for body and face are already in but the face animations uses face bones to make them work.

Isn’t there a way to only have the chin bone bound to the avatar when that animation plays?

violet moss
#

I assume you want this for viseme’s with voice chat or do you want it for something else

#

If so you said the viseme mode to “viseme parameter only”

Make a controller paramter called int Viseme

It will be 0 when not speaking and 1 to 14 for the various vowels and consonants sounds, so make a condition to play different animations for a few or all of those values

hollow bobcat
#

That’s the body animation with the facial animation which is the result I want. Not for when I’m talking

#

Already got visemes taken care of for my avatar. This facial animation is going to be something completely different.

Pretty much just for show for when I trigger that animation toggle.

#

@violet moss So as you can see here, it’s possible for the face animation to work because this is what it would look like with the chin bone bounded on the avatar which is part of the whole animation.

#

(I hope this makes a bit more sense😅)

#

Without that chin bone bounded, his mouth would close and his face would just be blank haha

tardy sedge
#

So I made animations, followed tutorials to add it to gestures, yet it either does nothing or does half of what it shows in unity preview

upper bone
#

how does one go about an animation where i want to lets say, hold a lolipop in my hand by doing a gesture. do i just add that to the gesture animation?

silver tendon
#

is there a converter somewhere that adds the basic animations for you? Not sure if I ask here but I cant find a video on how to make an avatar ready for vrchat basic animation wise

main moth
#

For some reason, after I import animation from blender, there are some rotation problem

muted prairie
#

what import settings do you have ?

main moth
#

Foot is what I have issue rn

#

I'm tring to figure out how can I record gif

#

I tried mess with every setting in the import setting

muted prairie
#

Open "Import messages" in the first window

main moth
#

I tried turn on translation DOF. didn't help

muted prairie
#

wtf is that clip name lol

#

Did you bake the animation in blender before exporting ?

main moth
#

Yes I did

#

Most animation works fine

#

But a few is having issues

#

I'm pretty sure unity tried to convert rotation system

muted prairie
#

What were your bake settings ?

main moth
muted prairie
#

ah so you didn't change the default zucc

#

Alright you'll have to bake action first

main moth
#

Oh I have apply transform on

muted prairie
#

once you've baked the action correctly, you can move sampling rate and simplify all the way down on export

main moth
#

Where can I bake action?

muted prairie
#

typing bake action in search

main moth
#

k thx

#

I think I might know why it's having this issues now

#

The original animation is 30 fps but exported fbx retargeted it for 25

muted prairie
#

You can change that in the blender scene settings

main moth
#

Yes but it doesn't actually fix it. it interpolate 25 to 30 for me I think

#

I just manually scale the animation

muted prairie
#

Should probably reimport with the correct frame rate then, otherwise it's asking for artifacts

main moth
#

Yea

#

Well, time to re process all animation

#

This is what I got from import

#

Change it to 30 doesn't realign the keys

muted prairie
#

Where is the animation from ?

#

If it's mixamo it should be 30, and can be imported in Unity directly

main moth
#

From noesis

#

Which fixes fbx frame rate to 25 for some reason

muted prairie
#

Welp, might get away with it by setting the framerate back at 25 in unity as well ?

main moth
#

I will just process them in blender. I had to do them anyways

#

For some reason unity is still getting 14 frames

#

Is the correct export setting?

muted prairie
#

How many keyframes do you have on import ?

#

in blender

main moth
#

I'm so confused lol. Something is majorly wrong

#

My code reading the raw animation told me there are 16 frames

#

I got 15 in blender

#

And unity got 14

#

👍

muted prairie
#

might be due to the simplify and sampling rate defaults

main moth
#

I will check what's happening between each transition

#

Thanks

main moth
#

I fixed the framerate issue but the problem remains

#

I tried to bake action but it seems just removes my animation completely

#

Actually I think I got it to bake

#

But unity still has weird rotation issues

chrome marten
#

Does anyone offer a controller cleanup and modernization comissions?

#

I have a jungle

main moth
#

oof

muted prairie
main moth
#

Yea

muted prairie
#

If it's a few keyframes, might be faster manually fixing tbh

main moth
#

I have 344 animation clips

#

I would rather figure out why

muted prairie
#

Is any transform name in yellow in the animation tab ?

main moth
#

Nope

muted prairie
#

what do the Q and T for the foot mean ?

main moth
#

I tried to set up constraints in blender, no luck

#

I think just delete twist works but I need to compare the animation

muted prairie
#

If it has its own quaternion that might be problematic since it's supposed to be converted to euler ?

main moth
#

How unity animation works is beyond me now. I’m gonna give up for now and work on other parts

celest plover
#

Hey question What Animation Formats can VRChat use? (SMD, FBX or another i don't know)

muted prairie
#

whatever can be imported by unity

celest plover
#

Ok to FBX?

#

In that case, how do i convert .SMD to .FBX?

clear yew
#

Does anyone know like a specific site or seller for already animated guns? (I'm looking for guns that already have a shooting animation but I have no clue where to even look for them)

raw dune
#

Is there a way for bone rotation to drive a parameter?
I've looked, seems unlikely, but I'm double checking

raw dune
charred inlet
clear yew
#

is there away to fix this i have an emote for my model that makes the main model dance and then makes other models also apear doing the same dance but the other models are always frozen locally and im not sure how to fix it

pseudo crystal
#

If the animation is affecting humanoid bones, they have to have their muscles affected and not affecting bones in the humanoid rig

summer spruce
#

I really want to join the animation squad lol. I think we need more animators in the VRChat community.

#

Yall's animations look amazing. 👍

lone venture
#

I started talking about this in #shaders but I think it fits here better. Shift + F8 animation shows up fine on Unity and VRC Quest, but not VRC PC

#

It's not the FX file since debug says it's working

#

Never mind there was a blend shape oversight

muted prairie
#

I'd recommend Lyuma's AV3 emulator to test things more easily in editor thumbsup

clear yew
#

does anyone know how to fix this only my middle avi starts dancing for me but for anyone else they can see everything moving and then i can only see the front side avis moving when i move my veiw in game either up or down just right

#

everything else seems to stay frozen locally unless like i said if i move my head up or down just right then the front two on the side will move

muted prairie
hollow fjord
#

Well I wouldn't exactly put it that way. But Ok.

violet moss
#

Humanoid is like one level abstracted from it all

summer spruce
#

How do I create an animation? No good tutorials online-

#

Do I really got to go in and change EVERY NUMBER, just to make an animation?
Or is there a way to basically click and move body parts, then put it on the time frame.

muted prairie
#

You enable recording and then move things around on the bones directly

summer spruce
#

Ohhh

#

That helps so much-

#

=w=

tardy sedge
#

anyone know how to use shaders to make an object appear/disappear as a flat plane passes through it?

muted prairie
tardy sedge
#

im blind xD

clear yew
#

How can I but animation on my avatar?.

flat wolf
#

Anyone know how the ghostly mamagen animations work? im having a hard time trying to change the idle crouch and prone

flat wolf
#

or rather any animation work related to the 3 aside from the model

tardy sedge
#

Is it possible to make an object play animation on awake?

muted prairie
#

what kind of on awake are you referring to

tardy sedge
#

like my avatar hides itself in an animation, then unhides another rigged humanoid to dance

muted prairie
#

Well if you toggle a gameobject with an animator then it'll play its animation

tardy sedge
#

I've tried pasting the keyframes from the pre-made animation into my avatar's animation, but it moves the musculature of the main avatar, not the 2nd one

#

it has an animator and animation, but in the main animation, it is frozen on the first frame

#

is there a setting in the controller for that

#

oh nevermind it works fine, the preview doesn't allow for full-body animation previews

tardy sedge
#

is there a way to make the blendshape lipsync to audio source?

muted prairie
#

You would have to set that up in unity yourself afaik

tardy sedge
#

ah, so either manually via animator+blenshapes or via a self-made script that would export keyframes in an anim file. Oof. I will scour for pre-made scripts. Thanks for your help!

clear yew
#

Is it possible to animate dynamic bone?

sour gust
#

dynamic bone is a script. You can animate bones, cheanging materials , particle system, rotation, scale, position, toogle some objects and manny more.

sour gust
#

Another question i am trying to fit already existing particle system in my avatar, but the particle (2D shield) is too big for him. Is there an option to resize or make the rendered shield smaller?????

#

plis ping me

lament light
raw dune
#

Do we have a good guide on importing animations from blender to unity humanoid?

muted prairie
#

You'll have to remove all scale channels from unity manually though

#

and this in unity

#

Then you can duplicate the anim out of the model

sick loom
#

I am having animation problems as well

#

I made some idle animations for my tail and I am trying to export them to unity

#

I export them on the same model that I intend to use in game

#

In this window the animation plays fine and looks correct

#

but If I actually look at the keyframes of the animation none of the bone transforms are there

#

and if I put the animation on a model in my scene it doesnt animate the tail like it should

mellow lava
#

Without like, really reading over what you posted because I'm tired and lazy. Why not just do the animation in Unity? A tail wag animation is exceedingly easy to do. Just create a new animation, enter record mode, and move the tail left then right and set the animation to loop.

sick loom
#

because I am not hand animating wiggle physics

#

blender let me bake my wiggle physics

muted prairie
sick loom
#

@muted prairie where is keyframe resampling located?

muted prairie
#

Should be above, unsure why it isn't for you

sick loom
#

@muted prairieTurns out it was because the animation was on the same FBX that I was using for my avatar

#

I think the fact that its rig was set to humanoid ignored those bones in the animation because they werent part of the humanoid configuration

#

once I set it to generic it works

muted prairie
#

That makes sense

sick loom
#

kinda upsets me that I have to import the same fbx twice just to use an animation with it

#

thank you ❤️

#

yea seems to be working well now

cursive spear
#

Damn, I have a super similar question... I can't get my 3.0 tail wag animation to work. The animation plays fine in the animator; but not when I try to "run" my avi. Trying everything, I'm probably making a simple mistake, but I'm not sure where I've gone wrong.

#

I posted my question in Avatar Rigging...

cosmic timber
#

yo been having a problem with my animations on my model that i havent been able to figure out for like 2 days straight, most of the animation plays correctly in vrchat but the limbs wont pose correctly. Kinda fairly new on this stuff

clear yew
#

Alright question - is there some sort of rule I should follow when using animations from online on my personal model?

#

I don't want to break my model with animations that are incompatible, so would I just have to rework them or should they work out of the box?

tardy sedge
agile coral
#

Does anyone w]know of a way to have an object with its own animation controller work on your avatars animation controller. I got an object with an idle-> active-> idle_2 animation loop. I would like to know if there's a way to toggle the animation loop on the other model from my own (Edit: I forgot to set the weight to one in the layers tab it works now)

gloomy valve
#

does anyone have the free time to explain the process of making a custom animation for vrchat?like mixamo i dont think i can import them anymore

muted prairie
#

why can't you ?

wanton haven
#

So blender question. If I want a specific animation frame to be where the model parts are even after the skeleton is removed, how would I do that? I have a door that is animated, but I don't need the animation and apparently skinned mesh renders do not like lighting, because I'm getting this after baking, even with generate UV on

clear yew
#

i imported a .anim i made and unity just says its corrupted and i click it and i cant change the rig type or anything any ideas how to import a .anim correctly?

muted prairie
#

imported from ?

clear yew
#

blender in a .anim file

#

from

muted prairie
#

Did you bake the action into the fbx in blender before exporting ?

clear yew
#

not using an fbx trying to put an animation in to a chair in a weorld

#

so just the .anim file

muted prairie
#

What are you exporting from blender then

clear yew
#

a .anim file

#

the camera icon tab animation export you can export a .anim

muted prairie
#

Can you screenshot that ?

clear yew
#

o 1 sec

#

that one

muted prairie
#

Ok that's a completely different system that has nothing with object animation

#

It's for image animation

#

To export an object animation from blender it needs to be exported with an object

clear yew
#

a .anim works in secondlife as a 3d animaiton why not unity?

#

and the vrc aniamtions that come in the sdk are .anim

#

just not understanding why mine wont work

muted prairie
#

Because they're entirely different programs ?

#

Select the object you're animating, export it, there's an animation export option in the bottom right corner

clear yew
#

the one in blender?

muted prairie
#

Yes

clear yew
#

ok thank you

ember surge
#

Hi all, I created an avatar using Ready Play Me and imported the FBX directly into Unity. In the inspect window I switched it to humanoid. I then applied a Mixamo animation to it (Orc Idle), however, the animation looks like the avatar's foot are sliding/floating, is there a way to fix this? Thanks for your time!

opal wadi
#

I have a prefab (exported form Houdini) that needs Houdini engine for unity to animate. Will the prefab work in VRChat ? 🤔

lone venture
#

Trying to animate with a sound clip, but I don't know how to turn on audio scrubbing in Unity 2019

timid coral
#

Idk what chat to post this on I have one in avatar help but this also is a animation help so is it okay I ask a question here and maybe someone can help?

timid coral
#

So I have this avi that works as a generic rig but does not animate when I switch it to humanoid it tells my the hirarchy of my spine is missing an element and I need to rig my chest, the model was made exactly from a humanoid Avi just modified and it has everything to be humanoid like feet, chest, head, spine bones, but I can't figure out how to "map" the chest or to get the avitar to work in either humanoid or generic, hopefully maybe one of you can help me :<

lone venture
muted prairie
#

Did you download the asset ??

timid coral
#

What do you mean asset 🤔

muted prairie
#

That's for the person above

timid coral
#

Oh

muted prairie
#

For your spine problem you just need to click the configure button in the rig tab

timid coral
#

Let me try

lone venture
muted prairie
#

the one mentioned in the video and the video description ?

lone venture
#

Oh that one

timid coral
#

@muted prairie omg that's the page I was trying to get too thank you so much I'll let you know if it worked :)

muted prairie
lone venture
muted prairie
#

I'm pretty sure that's what the triple dot button is

lone venture
timid coral
#

@muted prairie it worked thank you so much I was working on that for like 5 hours last night :) ❤️

lone venture
#

I'm still completely lost. I added the assets and nothing

muted prairie
#

It's in timeline, not animation window

lone venture
muted prairie
#

Maybe requires to be in play mode ?

lone venture
#

Wait I forgot to add the Klak Audio Preview

#

I managed to get scrubbing in the animation tab, but now I can't see my model

#

Wait nvm

lone venture
#

It won't let me hit the little record button

lone venture
#

I still need help

#

Okay that fixed it thank you

nocturne knot
#

Hi! Nice to see there's an official place where I can get some help. I'm having some problems to make my animations work

#

I have two animations that I want to run on entry state. Both show perfectly in Unity when I preview them, but not on VRChat. Would anyone know why is this or where could I search for the solution? (I'm new into Unity)

pastel gazelle
#

How would i be able to set the swords child to the chest only while GestureRightFist is false

#

And then back to the wrist when GestureRightFist is true ofc

hot mica
inland cypress
nocturne knot
#

@sour gust helped me with that! I'm gonna share the solution on the vrchat forum post

#

Thank you! ^^

sour gust
#

The simpliest way to do IT . Record 2 animatorom on 1 sword on back on the second sword in the hand and make the transition. @pastel gazelle

pastel gazelle
#

Or use constraints

#

cheaper

#

found that out a few hours ago

clear yew
#

i think i asked for help in wrong place oop but the shader only works in mirrow anyone know a fix

wintry wasp
hybrid storm
#

new to this, how do i change my hand gestures, i want to put my own prefab

flint bison
#

What do I have to do to get my feet from trying to plant themselves on the ground?

raw dune
raw dune
wintry wasp
deep lake
#

Tell the people please. I just can't figure out what parameters to set in the Unity animator to make Avatar 3.0. he opened his mouth on dance cards. Give a guide please.

hybrid wagon
#

im having trouble with unity 2019 just not loading my avatar animations? its stuck in t-pose in the inspector and when i look at the animation tab its just a constant with random floats but no curves :\ worked when i was in 2018

rich wharf
#

Rough draft of a whiteboard animation.

muted prairie
#

Looks great ! Could be a bit more fluid around the pose transitions but other than that it's super nice

rich wharf
#

How is this?

muted prairie
#

Nice, but do you animate your IK control bones ? The ones for the elbows might be relevant for things like that

rich wharf
#

I do but I need to go in and animate them more.

muted prairie
#

It's looking super good already !

#

Also i'd suggest you look into adding some noise modifiers to your curves, it helps a lot making it all look more lifelike !

rich wharf
#

Still putting more work into the fluidity of it.

nocturne knot
#

Luckily I found this pretty usefull tool for unity that makes toggles automatically for VRChat

sour gust
#

y know y can dm me any time XD

nocturne knot
#

I did the toggle with that and now it works. Now I'm making reverse engineering to notice what I did wrong

#

I highly recomend it. It is also easier and quicker

nocturne knot
dusty sorrel
#

How do i setup animations for my sdk3 avatar?

#

im trying to toggle a game object on and off

dusty sorrel
#

Nevermind

noble shell
#

@nocturne knot That script doesnt unselect 'can transition to self' so you it hammers the toggle constantly, really recommend turning that off

#

any state bit pointless with off/on (easier)

clear yew
#

What uses is can transition to self useful for? I can't think of any of the top of my head

sullen lance
#

Self transitions.

#

literally

#

Having can transition to self disabled on a transition that connects to same state will act like muted.

clear yew
#

No I just read that and I understand that it does that, I'm asking for a use case practical example.

#

Because I can't think of any practical examples so I have a less than ideal understanding of the concept.

#

Like, to rapidly fire a gun? I guess?

lilac carbon
#

So I'm trying to have a submenu with sounds that play when I select them. One of which plays automatically when I load the avatar and doesn't play again even when selected. The other sound plays just fine when selected. I'm very confused and stuck because they both seem to have the exact same settings

#

I had the parameter as a bool before, but trigger seems to be the same here

#

when I start witht he audio source disabled in the hierarchy, it doesn't play when selected

#

the other sound does, however

#

Both audio sources are parented to the pelvis, and they both have the name audio source, within their differently named objects

#

when referred to in their animations the hierarchy seems to refer to the same thing Pelvis/Audio Source

#

would that be an issue?

high spade
#

so your pelvis has 2 "audio source" children, and each of them has an audio source component? just name them differently. the game needs to know what it's supposed to modify. it won't read your mind.

lilac carbon
#

can you rename components?

#

Regardless, I moved the other audio source off the pelvis and I get the same issue.

#

This audio source or audio clip is not playing with what seem to be the exact same settings as an audio source that works

#

it plays in unity, so the clip itself seems fine

high spade
lilac carbon
#

it's the same for the audio clip that does play

#

do your animations have the game object name in the hierarchy?

high spade
#

yes

#

tbh i only recently added my first song/actual animation to one of my avatars, and i did it as the song/animation creator prepared, that i enable/disable the entire gameobject that has an audio source component, and not enable/disable the component itself, but that should give the same effect afaik

lilac carbon
#

maybe that will differentiate it here

high spade
#

but in my animations the path says, for example, Music/BrainPowerIntro and the animated property is called BrainPowerIntro : Game Object.Is Active
if i decide to enable/disable the component the path is the same, but the property is called BrainPowerIntro : Audio Source.Enabled then

#

i have no idea how did you end up with Pelvis/Audio Source, unless some child of the pelvis is called so. or was called so, but then it should tell you that there's no such object anymore

lilac carbon
#

fuck, I see what happened now, I made the animation when I only had one audio source and must have renamed it when I made the second and didn't fix the animation path. And when I went to check the name of the other animation path I must have still been on the same animation. I just needed to rename the path to match the game object

#

thinking it was pointing to the component, since that was disabled and the game object was enabled.

#

thanks for your help

lilac carbon
#

I'm trying to animate my finger pulling the trigger, but the finger positions are already animated into a grip position when I toggle my gun on. Adding a finger animation to my gun animation didn't do anything as I guess the animations aren't additive like that. How can I do this?

violet moss
#

Is there a unity way to make a 'one size fits all' sit-on-floor animation? Different heights make it float or sink, is there a proper way to define offset from the floor in an animation?

dusty sorrel
#

Uh i am setting up an idle animation for my avatar, but the legs arent working like they should

#

This is ingame

#

this is what it should be

#

The arms follow the animation, its just the legs that are the issue.

#

I cant seem to figure it out, so any help would be appreciated

sullen lance
# dusty sorrel Uh i am setting up an idle animation for my avatar, but the legs arent working l...

You would need to disable Use Auto-Footsteps for 3 and 4 point tracking option in VRC Avatar Descriptor, read this section: https://docs.vrchat.com/docs/avatars-30#use-auto-footstep

dusty sorrel
zenith belfry
zenith lynx
#

So I’m not the only one with a random ping

languid wyvern
proper flare
#

Hey so I've been making my own model for vrchat and I'm just adding my own custom animations, but I have run into a bit of a problem. I wanna add a tail wag animation to my model but when I try to rotate the tail to where I want in the animation timeline it keeps snapping back to its default pose, not letting me move it. I'd really appreciate some help TvT

noble shell
#

Got dynamic bone on it? remove that then try again

proper flare
#

Ah, that seems to have been the problem. Thanks!

pseudo crystal
#

I'm trying to make single keyframe animations blend from 1 source in an animator to another based on the gesture weight, but the gestures immediately go full weight and idk how vrc default does it considering I think I have the exact same settings in terms of animations and transitions as I changed anims from the handslayer

nocturne knot
night crown
#

any video tutorial how to use two/four axis puppet

analog falcon
#

I've been searching for a way for my avatar yo create a clone of itself that imitates my movements does anyone know the name

woven nest
#

i think this is right?

dusty sorrel
#

Is there anyway to automate particle animations that can be synced to music?

sullen lance
# analog falcon I've been searching for a way for my avatar yo create a clone of itself that imi...

VRChatのためのDextroのクローンシステム デキストロによる Dextroのクローンシステムは、Vrchatアバターのインタラクティブで制御可能なクローンを自動 的に生成するように設計されたUnity資産です。 特徴: アバターの動きを任意の場所、向き、またはサイズで完全にコピーします 短い一定期間にわたるあなたの動きを記録し、プレーバック 再生の動きを一時停止するか、スローモーション、早送り、または逆に表示します アバターのジェスチャーや顔をコピーして、よりリアルに見えるようにします クローンのアニメーション状態をロックするためのトグルを使用して、アバターのすべてのFX

lament light
#

no realtime audio reactivity though, it just spits out a animation clip

lilac carbon
#

Why do people always say not to animate on your main avatar but to make a copy for animating on?

noble shell
#

You can end up 'stuck' in bicycle pose, (just reset or exit preview to go back really) , im still doing a duplicate if im moving anything that has dynamic bones its on a model thats stripped of it

sour gust
#

Teoretical question. Three is a way in unity to play first detect od Avatar is standing or crouching and then Play na animatorom depending of the first state? For context i wanna create some afk animation but i dont like when Avatar is swichingn to it without some smooth some transition and IT woud be different od IT IS standing , crouching or laying down. Plis dm or ping me if you know the anwser.

fringe pulsar
#

Alright so im no mastermind in unity animating so i need a bit of assistance for a somewhat simple thing. How would i make my avatar descend from the sky while spinning in an animation? I have zero clue on how to do it and nothing i find online is helping so

clear yew
#

okay i have an issue... everytime my character 'resets itself' with every jump, movement and everything else, i am stuck with this issue for a long asf time, if anyone is willing to take a look at it with me i'd REALLY appriciate it!

sullen lance
#

If you mean feet moving around without your input, then you could just disable this option in Avatar Descriptor: https://docs.vrchat.com/docs/avatars-30#use-auto-footstep

clear yew
rain remnant
#

what should i use to make my own animations from scratch blander or is there some way to use another 3d software where i can use that and import it into unity

split flower
#

You can make your own animations in unity if you want @rain remnant

#

Blender animations are really only useful for overly complicated animations or instances where you want to use Inverse Kinematics

#

or to do stuff like this

#

Here's my Oc riding a hoverbike for a little film

split flower
#

Ok , well you can create animations in Unity, this one might take you a while though. Good luck

#

You will need to learn to animate and then all of the work of making the correct custom layers to put the emote on, If you haven't done this before this will be a large learning curve for you.

rain remnant
#

time to learn then lol

violet moss
clear yew
violet moss
#

That’s just a workaround, and it has side effects

#

I can fix the problem at the source and not lose your footsteps

clear yew
olive remnant
#

How do I re edit a animation in unity? It wouldn't allow me to add new property

lavish scaffold
olive remnant
lavish scaffold
#

Yes you can add the controller to the avatar. I would recommend doing it on a clone (duplicate avatar). And what do you mean by "vrchat animation layer"?

abstract wing
#

so the avatar i'm making has a facerig with eyebones that deform the face appropriate to a realistic-ish eye movement, if i import that will those deformations still happen with the moving eye bones?

violet moss
#

Disregard the above if it’s entirely driven by weight painting, it will just work automatically with no changes on your part

placid tide
#

ok so i created a weapon in blender and animated it there, then i exported it to unity where the animation worked fine until i made the weapon a child of my avatar. i dont know how or if its fixable, i literally have no clue why this is happening so if anyone could help me with that

dull bough
#

anyone know how i can run a custom animation from the avatar3 expressions menu

night crown
#

i couldnt find a good laying animation that isnt broken

can anyone send me a good one to use?

kindred prairie
#

I'm currently messing around with setting dissolve alpha toggles. I was wondering if there was anyway I can keep it secluded to just 1 material within the mesh and not all materials on the mesh?

kindred prairie
#

locking said material/shader doesnt exlude it from getting keyframed with all the other ones aswell

slim barn
#

Is there a way to toggle the animator on a spawn object from my FXlayer so I can have an "Entrance" animation, switch to the animator on the spawn object for its cycle animation, then when toggle is off, interrupt the object animation so I can have an "Exit" animation?

#

I'm trying to spawn a world object with constraints while having its own animations and allowing for people to sit.

pliant viper
#

But if anyone has figured out a way around that, I'd love to know as well.

violet moss
#

Is there any way to have a sync layer between the base playable layer and gesture playable layer?

Or any way to duplicate the effect of having one?

analog falcon
#

an Issue I am having right now it with a material change animation I have changed the face material numerous times it continues to go back the original face texture does anyone know where i messed up.

#

here are pics for reference

analog falcon
#

Sooooooo

#

No one knows?

violet moss
#

Is there an easy way to rotate an entire generic animation ( That uses positions and rotation) 90° around the world origin?

#

I have an animation that is perfectly set up except that it’s all sideways

#

And I don’t want to have to change all the positions and rotation keyframes for every GameObject one by one

#

Without adding a parent bone because that would break every other animation

muted prairie
#

rotate the root ?

violet moss
# muted prairie rotate the root ?

The animations only animate the root, is the issue. It’s a bunch of position and rotation key frames but it’s 90 degrees on Y off.

#

Adding and rotating a parent bone means I have the problem for the other animations that animate it

#

And it’s not just the rotations, the positions would also need to be swung around on the Y axis. Oof

muted prairie
#

Parent that to another object that is rotated 90 degree by default ?

proper knoll
#

I don't think you would have to adjust the positions or rotations of any bone below the root since it's all local space anyways

#

I'm a newbie to avatar creation for VRChat, but it looked interesting, so I wanted to have a look into it.
I came across the "Playable Layers" in the descriptor script and I wanted to ask, if anyone here knows which animation controllers the defaults for each layer are. There are also two controllers for sitting animations so which one is used in the "Special" section? I wanted to have a look at them to get an idea of which animations are in each layer. (I have read the documentation about it)

#

There are also two hand layers I just noticed

unreal gorge
#

Anyone know why my expressions are resetting back to default and layering on top of each other? I.e if I have 2 animations one where an eyebrow raises (anim1) and another where pupils get small (anim2) if I change state from anim1 to anim2 my avatar will have both a raised eyebrow and a small pupil? Do I have to reset all modifications that I'll make on every blendshape/transform on every animation or is there another way?

noble shell
#

You copied the gesture controller and used it on fx?, that comes with write default off, you must reset whatever you change or they will stack ( or just enable write default )

unreal gorge
#

Think I understand now. Ty 🙂

#

The tutorial I'm watching shows the WriteDefaults turned on in the vrc_AvatarV3HandController. Just got spun around when they could use their old animations but I couldn't.

coarse dagger
#

Why does my avatar not animate to its original position? I have keyframes for the hip that reset its location and rotation in this standing pose in the state I blend to.

dull ridge
#

I am new too animation so I have a video file for the animation for the model but is there a way too add the video file into animation?

dull ridge
#

Does it apply the animation into the model or no?

muted copper
#

How do I import animations like this from blender to unity

muted prairie
#

Bake Action thumbsup

knotty dirge
#

https://gyazo.com/ebb05ae61603c012cc34e47c64357bc4
I'm trying to create an animation toggle where mesh renders make the body invisible except for the head and then replaces the body with a world constraint that has an idle animation. Only problem is that nothing is working. Not the mesh renders, the constraint, nothing. Any ideas on what might be wrong?

obtuse oar
#

Hey there, I was wondering something. When you're animating an avatar, and you have a property defined in the FX AnimatorController, it just pulls the property from its controller, the avatar; can you do the same thing with the Locomotion AnimatorController?

knotty dirge
#

https://youtu.be/lhTCOXvlSW4
I followed this tutorial, but the constraints are acting as though they’re not there…
The only deviation from the tutorial I can thing of is toggling the lock option, but that should lock the object in place right?

VRLabs: https://vrlabs.dev/item/world-constraint
Patreon: https://www.patreon.com/nullmoon
Feel free to message me on the official VRChat Discord! M.O.O.N#8008
Music used: "THX Thing", "Dr Peacock ft. angernoizer - Trip to Colombia"

▶ Play video
chrome marten
#

What do you guys do when a parameter isnt showing up as an option in the menu

night crown
#

any help?

unreal gorge
#

Anyone got any idea why my animations cause my model to crumple up into a ball? I changed the fbx file of the model to an updated version and now it does this.

#

Fixed it. It had the wrong "avatar" in the animator.

unreal gorge
# night crown any help?

Did you set up you model as Humanoid? I think you'll only get that issue you have your fbx file set up as generic.

unreal gorge
#

Did you create the idle animation before changing it to humanoid?

night crown
#

It doesnt record the movement of the bones for some reason

unreal gorge
#

Do you have your avatar masks set up correctly?

dull ridge
#

Wondering about the animation video file and is there something I need too put in order too process the animation?

dull ridge
#

so is there something that I need too do

sullen hull
#

Does anyone know how to make an NPC follow you in VR chat?

#

just like follow player? no animation to their walking motion or anything

lofty crest
#

Honestly looking for someome that knows alot about bools and stuff, i have some animations from the avatar cloning software that clones your avi and makes it 2. Need to change some of the animations to get my desired result, ive tried so much on this stuff but i cant get a grasp of simple parameter drivers and stuff so im looking for someome to walk me through it/ i can pay to change the animations

sullen hull
#

Just to clarify, you believe it has something to do with bools?

#

I just want even an object to follow my avatar when I get into a close enough range to the object

#

I cant figure it out lol

lean wadi
#

how would i go about adding a sound being played to an animation?

noble shell
#

Use the same parameter you are using to trigger the animation in FX to enable the sound

radiant ore
light coral
#

Looks awesome, but doesn't really belong here.. ^^'

deep pelican
vague bronze
#

if the tool doesn’t have an option for baking the movement into an animation automatically, i suppose you could look at the coordinates of the path-driven object and use those to manually make keyframes on a second, animation-driven object every 2 frames or so? less than ideal of course lol

#

im not super experienced so that likely all sounds stupid

muted prairie
vague bronze
#

ahh there we go hahahah

deep pelican
#

Thanks, i appreciate it

violet abyss
#

for context im trying to make the ears go down for when i make a fist in game

pliant viper
#

It looks like you're trying to animate the transform of the mesh object itself, not its corresponding child bones in the armature. When you go to Add Property, expand the armature until you find the ear bones (likely children of the head). If you do want to animate the mesh itself for some reason, you'll need to use a blendshape.

smoky brook
#

im trying to get my animation to work on my avatar in game

#

ive tried vidoes and everything i cant seem to get it to work

strange shard
#

@restive nymph

restive nymph
#

Does anyone know how to make an emote loop ive made my emote toggles before but they just get stuck on the last frame until I untoggled it

chrome marten
#

Hello, I need to know where to put objects I want to spawn from avatar that don't move (e.g. Couch or rock, sound)

#

Hips is where I do it now and I hate it

#

where can I parent the constraint

graceful canyon
chrome marten
#

So where is the constraint at

#

The model itself yes

noble shell
#

vrlabs - world constraint , just move ResetTarget to root of avatar, disable the World Constraint / Container > parent constraint < component with a toggle, object stay in world,, fixed joint is a old thing

dawn verge
#

Anyone know why my animations are playing faster on my avatar than they are in the animation itself?

pliant viper
#

You're sure you didn't accidentally adjust the Speed field or enable the parameter-based Multiplier in the associated layer states?

#

The only other thing I can think of is that you may be viewing the animations with an altered Samples rate.

turbid crag
#

guys i made an animation which has a toggle part
but when i got into the game
use the animation thing
i cant see it
the body does move
but i cant see any parts
the part is extremely huge
Image
the part
when i test anim it works but when i go into vr chat i cant see it

dreamy skiff
#

It won't work.
Only the part where the descriptor is located, and all nested objects are filled in.
The structure of an avatar cannot be arbitrary

chilly kernel
#

so uh heres a question. i want to make bow for vrc but i have no idea how would i go about the animations? i want the arrow to release particle system when i release my grip but i dont know how to make animations that do stuff on release

hardy bolt
#

Can someone link me to a good tutorial about how to import an animation made in blender into unity?

mint sun
#

@hardy bolt you can save model with animation in it and already have it in assets i think this vid shows it https://www.youtube.com/watch?v=ysl0qYq5p9w&ab_channel=RoyalSkies

In the next 60 seconds, you'll learn everything you need to know about exporting FBX animations to Unity 3D with Blender 2.8!

If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial series playlist here:
https://www.youtube.com/watch?v=f6vgICNCVxQ&list=PLZpDYt0cyi...

▶ Play video
violet moss
#

What's the best way to get a animation that contains both humanoid and non-humanoid transforms (so they need to be split on base and gesture/fx layers) to perfectly sync up? I'm having cycle offset issues.

fierce bane
#

any transform animations should be in gesture, not just humanoid ones
From docs:

FX: Same as Gestures, but for everything that isn't a Transform position, rotation, or scale animation.```
#

you'll see them fine, but they won't sync to others if they're in fx instead of gesture

violet moss
#

Sorry for confusion, my animation needs to animate humanoid musciles + a non-humanoid transform in tandem, prefectly syched. it's a skateboard root animation + humanoid skating anim.

#

it looks fine and synced in unity, but in-game the skateboard cycle gets offset randomly

#

since i had to split it into two different layers

fierce bane
#

Ah I understand now, it still doesn't go into FX though if it's a transform (position/rotation/scale) as it won't sync over net.

violet moss
#

yeah, my setup is Base (for the humanoid muscles) and Gesture (for the skateboard, ears, and tail)

#

not using fx at all

fierce bane
#

so is this for normal motion or just enabling it temporarily?

violet moss
#

it's my walking/running animation

fierce bane
#

I'm...fairly certain you can animate it fully in base then (as long as it's a transform)

violet moss
#

so non-humanoid tranasforms are allowed in base? if so i can just fuse the two animations

#

docs said it's for humanoid only?

fierce bane
#

as long as it is a transform it should be fine in there

violet moss
#

ho boy if this works you just delievered me from hours of pain

fierce bane
#

I'm not sure where you saw that, I double checked to make sure I didn't skip over it in either of them there

#

Animations in Base should only affect transforms, and all layers should be using Avatar Masks to ensure you're only affecting the appropriate transforms.```
#

additive is specifically for humanoid, but I'm fairly certain base has no such restriction

violet moss
#

I just looked it over, and you are right. Wow.

#

I was bashing my head over splitting animations up and syncing them for absolutely nothing

#

now i need to join like 20 animations xD

fierce bane
#

I was still questioning myself and checking it over again to make sure too, but was fairly certain

violet moss
#

Thank you very much

fierce bane
#

if you have masks set up you could technically just leave them as is with their own layers, though one combined would probably be more reliable

violet moss
#

yeah i could use a sync layer once they're on the same playable, hm.

fierce bane
#

and it keeps them separated with masked parts so you can have some overridden and not others

#

assuming this is mostly for desktop since it's moving the arms too?

#

that animation looks pretty smooth btw, it's nice

violet moss
versed karma
muted prairie
clear yew
#

how do i make hand animations unity wont let me

analog wyvern
viscid kayak
#

I am able to swap materials using animations on every part on my avatar except the main body, is this a known thing?

It works perfectly fine within Unity, but in VRchat the body is the only material that doesnt swap

analog wyvern
viscid kayak
#

I did exactly that yes

#

and it works...

#

except on 1 part

#

its super weird

#

it works in Unity but not in vrchat

analog wyvern
#

Try checking the base layer in your fx animator. If theres a animation playing by default then thats most likely why

viscid kayak
#

Looks completely fine 🥲

#

Or there is something hidden somewhere....

analog wyvern
#

Can you possibly Screenshot

viscid kayak
#

what part?

#

my animator?

analog wyvern
#

So whats not toggling on?

viscid kayak
#

This happens when I run the animation within within Unity

#

looks fine

#

exactly what I wanted

#

but in Vrchat

analog wyvern
#

Ya

viscid kayak
#

Things are not included

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no other animations are on or overlapping

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so confused...

analog wyvern
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That make no sense lol ig remake the animation but try a different order and see if that changes anything

viscid kayak
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Yea it really does not make sense...

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The only thing I can think of is VRchat just not being able to handle 4 materials being swapped out at the same time?

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but that would not explain the crazy stuff I have seen others do

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I'll remake the animation

mint sun
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Does other animation use the materials?

viscid kayak
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I have in total two different animations that swap out materials yes

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I have already tested if they maybe overlap

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but thats not an issue

mint sun
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ah ok

viscid kayak
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Plus, the other animation only swaps out the head materials, it leaves everything else alone

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So confusing lmao

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it just doesn't want to touch the other things, only swaps out the materials on the gear

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The other animation works just fine

viscid kayak
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I fixed it

mint sun
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so what is the difference in animation that fixed it