#Gogo Loco AFK Animations Not Changing Face Expression - Need Help
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Facial expressions need to be in the FX layer using the same "AFK" parameter.
and where do i go for that?
Do you have any knowledge about making toggles yourself?
If not, do you by chance use VRCFury?
I do use VRCFury for GogoLoco and im still new with Toggles
You can add a VRCFury | Toggle component anywhere on your avatar and select "Use a global parameter" and type in AFK for that and leave the menu path blank.
Then you can have an animation with just the facial expressions/blendshapes you want and put that in the toggle component.
should look kinda like this
or like this if you choose the blendshapes yourself instead of using an animation
since my Facial expression are in the AFK animation will it be ok to do just send in the animation as is?
Also my AFK animation does Intro > Loop > Outro what do i need to do?
like this
It's bad practice to have facial expressions in the Action layer or Bone transforms in the FX layer but sometimes you can get away with it. Otherwise you can duplicate the animation and delete any non-blendshapes(skinned mesh renderers) from the facial expressions animation.
I'm not sure what the proper set-up would be if you use multiple AFK animations if each animation uses different facial expressions.
ah
reason being is pretty much all layers except FX is for bone transforms. and FX is for everything else (like facial expressions, and toggles of course)
it just came to me why not just copy this into the FX layer? but the sugested blendshape only animation?
Ehhh not sure how that behavior will translate, considering it's coming from a sub-state
hm
But if you want to make a layer yourself in FX you can do something like
Entry > Wait > AFK Init > AFK > AFK Stop > Exit
Add the bool parameter "AFK" to your FX layer if it doesn't exist already.
Hope this will make sense:
Wait would have an empty animation as a buffer.
Wait > AFK would have condition "AFK = True", with Exit Time unchecked, and Transition Duration set to 0
AFK Init > AFK Loop would have Exit Time checked and set to 0, and Transition Duration set to 0.25
AFK Loop > AFK Stop would have condition "AFK = False", with Exit Time unchecked and Transition Duration set to 0
AFK Stop > Exit would have Exit Time checked and set to 1, and Transition Duration set to 0
Can provide an example if necessary.
hope that helps lol
||i'm ready for a member on the gogo teams to be like "there's an easier way" lol ||
ah i see
Tho if it turns out only the Loop has a facial expressions in the animation, then you can probably do it the VRCFury way above probably and it'll look correct.
i did check it is "Intro", "AFK", "Outro"
from this asset
https://booth.pm/en/items/4605313
okiiii
with the looks of it, that asset comes with an FX layer actually
you can probably copy from that, since it's probably just the AFK stuff for facial expressions
prolly use your rendition since i placed just need to copy its values and it woooorks its been 4 hours thank yoooooooooou
haha oki if it still doesn't look correct for whatever reason, merge the asset's FX onto yours
ye but works well just need ajust the values and thats it
Thank so much for being patient with my dumbness
lol no problem
there's a chance the transition duration the asset uses may be different and may blend weird unless set to 0 instead of 0.25, but you can always check what numbers the asset uses if anything
oh wow lol yeah looks like they have it set to very specific things, which may be worth copying if they set it up similar to mine but just with different numbers
ye doing that right now anyways have great day and thank you again
(even uses an interruption source with ordered interruption so don't miss that) lol
no problem have a good one!
VRCF will actually automatically handle full body animations in toggles and split out the clip into Action with proper tracking control and such. You can add AFK/dances in a toggle without needing a loco system at all.
Oh so if they used VRCFury for GoGoLoco, it would've fixed it automagically I take?
they don't even need to use GL. Although using it is also fine, the VRCF toggle action layer for the AFK animation will just override the GL one since toggles are always added after merged controllers.
ahh would that potentially kill stance specific AFK animations in gogoloco if the bone transforms were left in?