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Bastet May 15, 2018 @ 10:47am
how to trigger face emotes with shift + f1 , f2 , f3, etc... (on Keyboard, and not in the Emote Menu!) - Unity
Originally posted by Jamie Vatarga:
Originally posted by ⎛⎝Yimple⎠⎞:
I've got a other problem now, My Avatar is stuck in the crouched position, just like in the Animator tap, my avatar is a bit underground, how do I fix that?
Ah.... Your supposed to make a duplicate of your model before you start making animation because the model always crouches and breaks. You're supposed to make the animation on that model, then take the file and put it on the original model, so it doesn't crouch and break

QUESTION:

And how do I put (apply) the file (animation) on the original model? ( noob here xD ) Quick note, I dont want to add the animations to the emote Menu, the default ones >should< stay, the only way to trigger the custom animations, (on your keyboard) is to use shift +f1, f2, f3, etc . . . . (I know that way exists and works completely!) But I do not know how to add it.
Last edited by Bastet; May 15, 2018 @ 11:20am
Originally posted by Korone Inugami:
You can use exactly the same way to replace emote, walk/run animation, and shift+F1-F8.
In CustomOverrideEmpty.overrideController, EMOTE1-8 are emotes, FINGERPOINT/FIST/HANDGUN/HANDOPEN etc are shift+F1-F8, and RUNFWD/BACK/WALKFWD/BACK etc are related to player movings.

If you find your animation makes your avatar sink into ground, it means that you don't treat the spine/root animator correctly. It is Ok if you only do gestures or face emotes.

However if you want to make animations for the avatar body, you need also to add key frames for spine/root animators. Don't use position/rotation transform, use animator and blend shapes instead.
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Korone Inugami May 15, 2018 @ 11:49am 
You can use exactly the same way to replace emote, walk/run animation, and shift+F1-F8.
In CustomOverrideEmpty.overrideController, EMOTE1-8 are emotes, FINGERPOINT/FIST/HANDGUN/HANDOPEN etc are shift+F1-F8, and RUNFWD/BACK/WALKFWD/BACK etc are related to player movings.

If you find your animation makes your avatar sink into ground, it means that you don't treat the spine/root animator correctly. It is Ok if you only do gestures or face emotes.

However if you want to make animations for the avatar body, you need also to add key frames for spine/root animators. Don't use position/rotation transform, use animator and blend shapes instead.
Last edited by Korone Inugami; May 15, 2018 @ 11:56am
Bastet May 15, 2018 @ 12:14pm 
Originally posted by AbouTMaterial:
You can use exactly the same way to replace emote, walk/run animation, and shift+F1-F8.
In CustomOverrideEmpty.overrideController, EMOTE1-8 are emotes, FINGERPOINT/FIST/HANDGUN/HANDOPEN etc are shift+F1-F8, and RUNFWD/BACK/WALKFWD/BACK etc are related to player movings



"FINGERPOINT/FIST/HANDGUN/HANDOPEN etc are shift+F1-F8, and RUNFWD/BACK/WALKFWD/BACK etc are related to player movings"

only wanted to know that part! finally someone got it right this time!
THANK YOU!
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Date Posted: May 15, 2018 @ 10:47am
Posts: 3