#Gogo Loco AFK Animations Not Changing Face Expression - Need Help

1 messages · Page 1 of 1 (latest)

wild crypt
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I'm experiencing a problem with the Gogo Loco AFK animations where the face expression does not change as expected. When the AFK animation is triggered, the body animations work fine, but the face remains static and doesn't switch to the intended expression.

Note: I did add Custome AFK animation that does have Face Expressions

jolly pivot
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Facial expressions need to be in the FX layer using the same "AFK" parameter.

wild crypt
jolly pivot
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Do you have any knowledge about making toggles yourself?
If not, do you by chance use VRCFury?

wild crypt
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I do use VRCFury for GogoLoco and im still new with Toggles

jolly pivot
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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.

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should look kinda like this

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or like this if you choose the blendshapes yourself instead of using an animation

wild crypt
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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?

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like this

jolly pivot
# wild crypt since my Facial expression are in the AFK animation will it be ok to do just sen...

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.

wild crypt
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ah

jolly pivot
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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)

wild crypt
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it just came to me why not just copy this into the FX layer? but the sugested blendshape only animation?

jolly pivot
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Ehhh not sure how that behavior will translate, considering it's coming from a sub-state

wild crypt
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hm

jolly pivot
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But if you want to make a layer yourself in FX you can do something like

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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.

wild crypt
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ye

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hold on
do i male transition from Wait to AFK ?

jolly pivot
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hope that helps lol

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||i'm ready for a member on the gogo teams to be like "there's an easier way" lol ||

wild crypt
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ah i see

jolly pivot
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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.

wild crypt
jolly pivot
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okiiii

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with the looks of it, that asset comes with an FX layer actually

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you can probably copy from that, since it's probably just the AFK stuff for facial expressions

wild crypt
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prolly use your rendition since i placed just need to copy its values and it woooorks its been 4 hours thank yoooooooooou

jolly pivot
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haha oki if it still doesn't look correct for whatever reason, merge the asset's FX onto yours

wild crypt
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ye but works well just need ajust the values and thats it
Thank so much for being patient with my dumbness

jolly pivot
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lol no problem

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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

wild crypt
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ye

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very odd numbers but okay if works

jolly pivot
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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

wild crypt
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ye doing that right now anyways have great day and thank you again

jolly pivot
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(even uses an interruption source with ordered interruption so don't miss that) lol

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no problem have a good one!

hushed pond
jolly pivot
hushed pond
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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.

jolly pivot
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ahh would that potentially kill stance specific AFK animations in gogoloco if the bone transforms were left in?