Many are aware that there's plenty of Desktop non-VR users on VRChat, and we feel like we're a bit pushed out in terms of functionalities and other options, and I am awaree that VRChat is mainly with VR in mind but in the long-run we would like to see some Desktop love Apologies if many of these have been request or I am missing some, I tried searching arouund I swear Crouching is being addressed in VRChat You can kind of move your hands if you can grab an invisible item.
Works well for people with hand gun using avatars or one handed swords. I'd like to leave, for the record. We are creating a unified method of object manipulation in the metaverse, that means people can modify stuff where-ever, whatever they have. Keyboard input needs to either be raw input, or be able to change everything. I don't run QWERTY though keyboard was originally a qwerty reorganizedand am unable to properly move unless i struggle with the windows hotkey to change keyboard languages every time i wish to move around or switch to typing.
A menu will pop up that lets you redefine the keys Also, i would get VR if i could, but it's not possible for me, i barely get enough money to eat. My pc prob isn't strong enough for VR anyways.
Genesis Aria : It does indeed nothing. Sorry but there was no need to test it for me. The question is why does it not work and did you post a bug report? But I could bet it's a super old known bug. I don't see any reason why a VR game supports desktop mode at all. Maybe for a quick test but that's it. So if you want the chat part feel welcome but if you want more just get VR. Too expensive? Sounds harsh I know but that's the reality. Face it. Maybe some of you desktop users are spoiled by second life.
But that game was made for mouse and keyboard. Don't expect too much and be happy with what you got in a game made with VR in mind. If that comment hurts your feelings in any way then multiply that by 10 to feel what I feel when a desktop user is messing with stuff made for VR.Home Discussions Workshop Market Broadcasts.
Change language. Install Steam. Store Page. VRChat Store Page. Global Achievements. From my understanding, you would have to create your own emotes? I have an avatar with an override file that's got the emotes put into them, it's just that the emotes have no audio in them. I also have all of the audio I need on Unity, I just have no idea how I would go about making the emote play along with the audio and then stop when I have stopped the lopping animation.
Hopefully this is enough information for someone to help me. I'm very new to this so any insight is helpful. Showing 1 - 3 of 3 comments. The emote is probably an animation. Add an audio source to your avatar,make it inactive. Then go into the animation editor and add audio component, set audio active.
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If you find this prefab helpful in anyway all I ask is just a simple credit somewhere or a "thanks buddy" message to Splinks over at Discord. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
Sign up. Branch: master. Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Latest commit Jan 29, Place Anim file of your desires over the animation you wish to perish. Have a cupcake for your hard work Extra Goodies There are extra animations for emotes located in the animation folder for those not happy with the one's already applied A list of 66 'Interaction Text' Suggestions to use for your seat to mix it up a little Seats have height adjustment that will raise the seat and add a book under your butt.
Credits Splinks - For doing all the things Rules If you find this prefab helpful in anyway all I ask is just a simple credit somewhere or a "thanks buddy" message to Splinks over at Discord. Or if for some reason you feel like buying me a coffee I have a paypal.
You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Add files via upload. Oct 25, Jan 29, Discussion in ' Avatars ' started by odplusMar 7, Search titles only Posted by Member: Separate names with a comma. Newer Than: Search this thread only Search this forum only Display results as threads. Useful Searches. Welcome to VRCat! Please note that this message board is not related to VRChat in any official manner. It is run entirely by the community, and moderated by the community.
Any content present has not been reviewed by VRChat moderators or staff. Your use of these forums implies understanding of this message. Emote Animation: everything looks fine in unity, until upload to VRchat Discussion in ' Avatars ' started by odplusMar 7, Joined: Mar 7, Messages: 2 Likes Received: 0. Hello, I'm trying to override my emote animation, but the result is far from expectation. I grab animation from maxamo choose fbx in unityanimation is called spin in place. I plan to modify the animation: make spinning time longer, eventually lift off and fall down, that's my goal.
The modification I do: Duplicate the key frame to make spinning time longer. Modify Root T. Add some transform key frame to hair, imitate the hair inertia while falling. So far the modification looks perfect in unity, until I upload to game.
Yes, the emote plays. No, my character never spins, and its feet stays on the ground all the time. Most of the animation property works, only the most crucial spinning and lifting off never work. I saw all kind of emote including spinning, take off, flying all the time, how come this time won't work?
I start to assume that unity isn't the perfect animation tool. What emotion slot do you use? It must not be "vr" emotion like point, rocknroll, etc, only regular ones. Ensure you have all possible keys for feet in your animation set to some value.
I believe game mixes current standing and custom animation so it only overrides keys you set. In unity these keys may be different from in-game.There are several requests for something along these lines, but several of them could be solved by changing the animation system as follows:.
It is currently 10 seconds. Use cases: Custom AFK animation, long dance animations with music, long "transformation" animation with particle effects and other fun stuff, etc. I've amalgamated a lot of them from other suggestions into one general suggestion here. This would be a good thing for vrchat.
I will give creators more to work with.
Please please please make this happen. I know the devs said many times that they have more critical updates to do first, but this would improve emotes SO MUCH. This isn't a competitive game what needs to penalize players "trolling" with emotes, blocking they action during the animation. A lot of times when you play a long animation and something happens, you just want to stop the minute long animation and go check it out, or if you play it by accident and you have to wait the whole minute for it to stop, and also sometimes when you're doing an animation and by accident you change avatars, it will glitch out and prevent you from moving until the animation time goes off.
Steel the : it would still be nice for the stop button to work on all of them. I, among a few others have multiple avatars for different looks on a certain avatar.
This leads to really quickly overloading our avatar lists and increasing the chance of running into the inevitable Avatar ID issue that people run into sometimes. A possible remedy to this issue is that you could have a set of toggle-able emotes that replace something like the Idle animation until you turn it off.
This would not only help clear up the amount of duplicate avatars, it could also open up a creative tool to be used In ways I couldn't think of right now. Just as a quick example, this could help decrease the amount of avatar switching I do for my security bot just for different screens and could open up to a more dynamic use of the screens.
Not only that but it could help with my up coming Wall-e and Wall-a models as well as help with my Eve model.
Allowing me to toggle to position of my arms on wall-e, or turn on or off the plant light on my Eve. I know a few people who would also benefit from a system like this, like having hats you can switch between by have two idles that have 1 hat scaled down and another with it scaled up.
Unable to Overrite/Remove Emotes
People could also have weapons they can switch between, there could be a lot of potential behind this. Please check out my other Feature Request "Longer than 10 second emotes" :. Currently, you press the dance emote, your character will do it once, and then stop. Simply put, adding a small box to the bottom left corner of an Emote button that can be toggled to set that particular emote to LOOP until you move, would be a welcome addition.
Some emotes however like the DIE animation, may require a different button, perhaps a toggling the button again can set the emote to a STAY mode that grabs the last frame of the animation and holds you in that position until you move would also be good.
It would be neat if some animations For example the death one would stay on the final frame until a button is pressed, this way you could for example lay on the floor for an extended duration of time, or other neat things. Emotes can be a very useful tool when it comes to making avatars more interesting and adding special actions that just could not work with the finger gestures available. I myself will need longer animations to do stuff I need in the future but I would see this becoming really useful for people who want to use dance animations for their Anime avatars.
Even having some really complicated animations that I can't think of. I think this is also already on a post somewhere else but blank slots or manually extending the slots you have available on avatars will greatly decrease the amount of duplicate avatars just for special emotes that cant fit on the current 8 emote list.
I see a possible issue being that you could get locked in an animation for 2 minutes but adding something to cancel an animation mid playing could be useful as well, like a button on the emotes menu that says 'cancel".
Been running into trouble with longer emotes as well. Such fixes would definitely allow creators to have more freedom with their animations. Feature Requests.
Remove duration limit on emote Animations, cancel animations via locomotion. There are several requests for something along these lines, but several of them could be solved by changing the animation system as follows: 1 Remove the "emote" animation override time limit. Use cases: Custom AFK animation, long dance animations with music, long "transformation" animation with particle effects and other fun stuff, etc As a P.
I see a possible issue being that you could get locked in an animation for 2 minutes but adding something to cancel an animation mid playing could be useful as well, like a button on the emotes menu that says 'cancel" Please check out my other Feature Request about "Toggle-able Idle Animations or Emotes" :.Search titles only Posted by Member: Separate names with a comma.
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Your use of these forums implies understanding of this message. The Stoned Golem New Member. I've not wanted to do this but I've hit such a roadblock I'm close to pulling my hair out.
I've rigged a very basic model using Mixamo and have added additional unweighted fingers in Blender and have been looking to do something basic like add a "Spellcast" or "Dance" animation via the Override, but, sixteen hours later it still refuses to work.
Here's what I've done: Set avatar to "Humanoid" and set bones up. Preview shows it animating correctly for the model.Animation Override Controllers Explained - 2D Game Development in Unity 5.6
Created a Duplicate CustomOverrideEmpty. No change has been made to emotes. Only errors are "Legs aren't same length" as an Alert but have been told shouldn't be an issue The only thing I haven't changed as all tutorials seem to gloss over is the Controller.
I even went full nuclear; deleted all mentions of the Emotes from the ControllerTemplate, uploaded the avatar. The emotes are still there; animations included. If anyone has any ideas or if it seems like a case of just re-rigging the whole model I would really appreciate it.
I'll also get you a beer. S: I also posted this on Reddit; managed to get 3 of the emotes working. Only a little infuriating. Drunk Kakashi New Member. You must log in or sign up to post here.
Show Ignored Content. Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password?If you create the blinking shape-keys on an avatar then VRC will use those at random intervals. The problem is that if VRC decides to apply them during a time your performing a facial override then they combine and glitch the face.
In the past avatar creators have used legacy animations to combat this, opting to create custom blinking rather than using the VRC default one but as this features being removed then we don't currently have an alternative.
Video of this happening and yes it's been going on forever. Would be nice to be able to pick certain blendshapes that shouldn't be overwritten by blinking. As long as you put it in the custom overrides as your "Idle" anim, then hand gestures and emotes will be operating on the same Animator. That means you can configure the gestures which do expressions, to also set your blink shapes to 0, so your eyes will stop blinking and ignore the blinking you set up for the Idle Animation.
Hand gesture values override the custom "Idle" values. It's just like how right hand values overrides left hand when they conflict. Also, to be super clear: Do not make a new Animator. That won't work this way. Make an Anim file. The goal is to get the blinking on the actual VRC custom override controller for "Idle", slotted next to the other anims such as "Thumbs Up".
Unlike hand gestures which are limited to 2 keyframes, the "Idle" can be as long as you will need to space out your blinking on a manually created custom blinking anim.
Also, like any anim for a humanoid, you will need to set the body position all the body part values for a decent standing pose so you don't fall into the ground. You should be able to select all and copy the pose keys from an existing standing anim, if you can find one that works decent for your character otherwise, manually works too.
Lightning Test : The creator isn't mistaken. Using a workaround and fixing the bug that requires it are two different things. This is the part where the original post is mistaken. In my last comment, I explained thoroughly why this is mistaken.
Because we absolutely can still can use an alternative. It's no more or less a workaround to use the Idle animation than using Legacy animations was in the past. The removal of Legacy animations did not leave us without an alternative, or in your new phrasing, a workaround.
That is your mistake. Client Bug Reports. Kiama : Let me remind you of your original final statement: "In the past avatar creators have used legacy animations to combat this, opting to create custom blinking rather than using the VRC default one but as this features being removed then we don't currently have an alternative.