Thanks for the tip, However even after following everthing in the video my tail still won't move around. I've been at this on and off for years and still can not figure out what is wrong and why it isn't working.
@@LunacoVr Took me a while to get it to work too. For me it works with just the Blend Tree and no state transition, as well as only using parameters TailH and TailV. There isn't a need to toggle it. I don't think Sippbox explained the TailToggle parameter here so I think there's a step missed with toggling the actual puppet on.
@@Salivize I've noticed he seems to skip a lot of steps in his videos and yet anytime I ask for help everyone I know sends me this video. Still haven't got it to work and honestly it's becoming annoying.
For future reference, if anyone is having issues where they're tail (or whatever part of the body they're trying to control) isn't moving in game, try using different layers. It wasn't working for me with the gestures layer nor the fx and base layer. It worked for whatever reason on the additive layer. Also, I did not need to create a new avatar mask for this to work. This is what vrc documentation says each layer should be used for: Base: Stuff that should always play, react to movement (like locomotion), or the locomotion state of your avatar (running, falling, crouching, etc). Transform animations only. Additive: Stuff that Base is already using, but you want to "add" to it-- like a breathing animation. Transform animations only. Gesture: Things that get triggered by hand OR by the Expression menu. You can also use this for "idle animations" like a wagging tail, flapping wings, or moving ears. Transform animations only. Action: Full override, similar to AV2 emotes. Transform animations only. FX: Same as Gestures, but for everything that isn't a Transform position, rotation, or scale animation.
Small correction. You don't have to make an empty "New State", you can simply add the conditional transition from "Any State" directly to the blend tree and you don't need to make a transition going back the other way. "Entry" can be left unconnected to anything. "Any State" per Unity documentation means as long as the condition for a transition matters the transition can happen from anywhere, including "Entry".
gonna be honest, i have literally 0 experience with 3.0, and with very little trouble shooting, and these proper tutorials, even a dimwit like me can do this, thanks for the straight forward and clear tutorials man.
I tried using your method to control my right hand but it does not work in game. I put animator properties (Animator: Right Forearm Stretch) in the animations. What might I have done wrongly? I have made sure i have followed your steps and also the parameters were not mistyped.
Please create a tutorial on multiple material changes!! Your vids are the most straightforward I’ve watched so far and very easy to understand, thanks so much
So questions. 1. Do I copy the VRCExpressionParameters to my main asset folder containing my character assets or modify where they are in the Examples of the VRCSDK? 2. Where is the "Gesture" layer? Do I create it new? Copy it from somewhere? 3. How many frames should each animation be, or does it not matter?
Year late to this but seems like the tail animations they made were about 12 seconds. First part being the default and the animation at 12 seconds being the new final state. (So if making the tail go up, 0/1 second is the default position, and 12 seconds is the tail now up)
i did all of it how said, even tried the fixes from the comments but it's still not working and I don't know why... anyone know what else I could try to fix it? it just doesnt wanna move in VRchat
0:23 i need a tutorial for that one part because i did all the other stuff and then realized that i have no motions setup and if your too your too busy do you know any reliable sources i can contact
I was randomly swinging by looking for som'in to help me with my wing animation with radials and the fucking arm flailing around got me fucking rolling. Props XD
im trying to make a dalek avatar, i already figured out how to use physbones to limit what can move and in what way, but how do i make it's head follow where i look?
Thank you for this tutorial. Will you make one considering switching Animation states? For example, the default Animation state can be switched to a flying one via 3.0 Menu?
that's easier add a tail in blender, because tail's bone will be added in the armature. Idk what u can do in unity, but it s very easy to do in blender
im Curious about somenthiong sippy, can you help me about it: what if you tail or or part of body is not part of the avatar, like a tail that have been downloaded separeted.
I know this is very late at this point, but if you're using dynamic bones, either attach the dynamic bone to the second bone in the bone chain or add a root bone. The root bone/first bone in the chain will be animated by the puppet, and the rest will be affected by the dynamic bone script.
you are wasting data space with the INT paramiter. it doesnt need to be there at all. not one bit. along with the layer mask is also not needed so this step can also be removed - having to disable to loop time is also a step that sholdnt need to be taken but clearly has to by your comments, becuase its fixing an issue that should even be there. - you should include that people can animate the tail to move around and give it more life whilst still being controllable. its nice to desktop an quest users to see, instead of standing there all rigid
I followed and did everything in the tutorial perfectly up until adding the tail toggle and blends into the expressions menu... when I click the dropdown it just says none on it
So, I was thinking. Wouldnt it be possible to make a Submenu, with Emotes (with Transforms) in the Action Layer, that can be used to "Toggle" certain Emotes, lets say, like a Dance that loops or whatsoever.
Woah nice dude, thank you!!!!!! This is sooooooo helpfull to get started :o Can you make more of those short Videos? I like them because its much easier to understand this whole shit as a newbie :) THANK YOUUUUUUUUUU
Anything that's not a transform (That includes blend shapes, if your model has those for expressions) is on the FX animator controller/playable layer. If you wanna do something like that with them, you do similar steps but on an FX controller instead.
Tried following this video and something did not work. Step 1: Create animations. Done! Question: Is it supposed to have 1 keyframe or two? Step 2: Create 1 int and 2 floats the expressions parameters. Done! Step 3: Create the same paramaters in the animator. Done! Step 4: Create new layer with weight of 1. Done! Step 5: Create avatar mask and unselect everything on the humanoid. Done! Step 6: Import avatar skeleton and unselect everything but the tail. Done! Step 7: Insert the mask into the layer. Done! Step 8: Create a new empty state and a new blend tree. Done! Step 9: Transition from empty state to blend tree with condition of tail toggle == 1. Done! Step 10: Transition from blend tree to empty state with condition of tail toggle == 0. Done! Step 11: Set blend type to 2D Freeform Directional and insert horizontal and vertical paramaters. Done! Step 12: Set each animation to 5 motion fields. Done! Step 13: Set x and y positions to 0, 1 or -1 respectively. Done! Step 14: Add new Two Axis Puppet control to expressions menu. Done! Step 15: Set toggle, horizontal and vertical parameters respectively. Done! Step 16: Upload avatar. Done! Result: The menu option is there but my tail doesn't move at all.
Pro tip: Disable "Loop Time" in your animations
Dude who made this video should make an updated version of it, It didn't mention we have to toggle off the looping of the animation
You're my savior
Just happy to help ^w^
Still having trouble , guessing the armature of the tail needs to be merged with the main armature of the avatar?
Much appreciated
If your tail has Physbones, remember to check "Is Animated" or else this won't work. (This video was made before Physbones were introduced)
Thanks for the tip, However even after following everthing in the video my tail still won't move around. I've been at this on and off for years and still can not figure out what is wrong and why it isn't working.
@@LunacoVr Took me a while to get it to work too. For me it works with just the Blend Tree and no state transition, as well as only using parameters TailH and TailV. There isn't a need to toggle it. I don't think Sippbox explained the TailToggle parameter here so I think there's a step missed with toggling the actual puppet on.
@@Salivize I've noticed he seems to skip a lot of steps in his videos and yet anytime I ask for help everyone I know sends me this video. Still haven't got it to work and honestly it's becoming annoying.
you saved me tysm
For future reference, if anyone is having issues where they're tail (or whatever part of the body they're trying to control) isn't moving in game, try using different layers. It wasn't working for me with the gestures layer nor the fx and base layer. It worked for whatever reason on the additive layer. Also, I did not need to create a new avatar mask for this to work.
This is what vrc documentation says each layer should be used for:
Base: Stuff that should always play, react to movement (like locomotion), or the locomotion state of your avatar (running, falling, crouching, etc). Transform animations only.
Additive: Stuff that Base is already using, but you want to "add" to it-- like a breathing animation. Transform animations only.
Gesture: Things that get triggered by hand OR by the Expression menu. You can also use this for "idle animations" like a wagging tail, flapping wings, or moving ears. Transform animations only.
Action: Full override, similar to AV2 emotes. Transform animations only.
FX: Same as Gestures, but for everything that isn't a Transform position, rotation, or scale animation.
Small correction. You don't have to make an empty "New State", you can simply add the conditional transition from "Any State" directly to the blend tree and you don't need to make a transition going back the other way. "Entry" can be left unconnected to anything. "Any State" per Unity documentation means as long as the condition for a transition matters the transition can happen from anywhere, including "Entry".
gonna be honest, i have literally 0 experience with 3.0, and with very little trouble shooting, and these proper tutorials, even a dimwit like me can do this, thanks for the straight forward and clear tutorials man.
Didn't work
Lookin forward to seeing you again this year on vrcon
Thank you so much for these videos, I've never had such an easy time understanding a tutorial video for VRChat. You're amazing.
Thank you for all of these videos! There short, sweet and to the point.
I tried using your method to control my right hand but it does not work in game.
I put animator properties (Animator: Right Forearm Stretch) in the animations. What might I have done wrongly?
I have made sure i have followed your steps and also the parameters were not mistyped.
Please create a tutorial on multiple material changes!! Your vids are the most straightforward I’ve watched so far and very easy to understand, thanks so much
you can use the toggle item tutorial for that, just have the animation be a material change instead of enabling an object
@@SippsAvatarBox how do you make it so you have multiple color options on one toggle? if that makes sense
@@GG_BB_ change the value for each material change
Sippbox Makes sense, thank you!!
Tip if the movement doesn't work when everything seems correct: put a mask on every layer of your FX animator with everything turned off.
So questions.
1. Do I copy the VRCExpressionParameters to my main asset folder containing my character assets or modify where they are in the Examples of the VRCSDK?
2. Where is the "Gesture" layer? Do I create it new? Copy it from somewhere?
3. How many frames should each animation be, or does it not matter?
pls make one for arm movement 🙏
I recommend putting the blend tree in the base layer, that's what worked for me. I tried the gesture layer and nothing happened.
By base you mean the locomotion layer?
I can confirm putting in the Base layer instead of Gesture layer worked. Thanks
How long is the animations suppose to be?
Year late to this but seems like the tail animations they made were about 12 seconds. First part being the default and the animation at 12 seconds being the new final state. (So if making the tail go up, 0/1 second is the default position, and 12 seconds is the tail now up)
Tutorial aside, that boneworks ost gave me chills. Need to replay again sometime.
CAN i just say u teach perfectly. even for my slow ass. u need to get more recognition for ur work. thank you so much.
i did all of it how said, even tried the fixes from the comments but it's still not working and I don't know why... anyone know what else I could try to fix it? it just doesnt wanna move in VRchat
Yo keep doing it man, your tutorials are neat not a single bullshit and waste of time
0:23 i need a tutorial for that one part because i did all the other stuff and then realized that i have no motions setup and if your too your too busy do you know any reliable sources i can contact
I can't extract the skeleton from the avatar, so the avatar mask doesn't work for me :(
I was randomly swinging by looking for som'in to help me with my wing animation with radials and the fucking arm flailing around got me fucking rolling. Props XD
For some reason I can't animate my bones
Remove the dynamic bones from your bones if you have it on there.
Dynamic bones don't like being moved manually.
Super instructional. Would like a tutorial on Custom AFK animation. like the dissolve when afk.
im trying to make a dalek avatar, i already figured out how to use physbones to limit what can move and in what way, but how do i make it's head follow where i look?
you use BOOL parameters not INT, Int consume a lot of parameter memory, if it's only used for one single purpose then Bool should be used
“Import skeleton” is grayed out! Even when the avatar is selected ;-;
How would I make the tail stay once it is in the position I want?
When I try to use my avatar in the avatar mask it doesn't allow me to use it.
Thank you for this tutorial. Will you make one considering switching Animation states? For example, the default Animation state can be switched to a flying one via 3.0 Menu?
Best tutorial i have seen so far! You deserve a sub 👍
can you make a tutorial on how to do the 4 axis version rather than the 2 axis?
How would you do this if the tail is something you added to your avatar in Unity? It's not part of the original avatar's skeleton.
that's easier add a tail in blender, because tail's bone will be added in the armature. Idk what u can do in unity, but it s very easy to do in blender
@@giuliasanti542 this was my last resort too, was the one thing I haven't tried yet but I'm pretty sure it will fix the issue
im Curious about somenthiong sippy, can you help me about it: what if you tail or or part of body is not part of the avatar, like a tail that have been downloaded separeted.
What do I do in the blendtree with all the motion fields to make an expressions menu?
And what do I need to select as my menu type if I have 10 different emotes
My Unity wont let me animate anypart of the armature? any tips?
Thanks for this! I have a small question. I also want my tail to have dynamic bones, can I do this even if the tail bones are dynamic?
I know this is very late at this point, but if you're using dynamic bones, either attach the dynamic bone to the second bone in the bone chain or add a root bone. The root bone/first bone in the chain will be animated by the puppet, and the rest will be affected by the dynamic bone script.
you are wasting data space with the INT paramiter. it doesnt need to be there at all. not one bit. along with the layer mask is also not needed so this step can also be removed
- having to disable to loop time is also a step that sholdnt need to be taken but clearly has to by your comments, becuase its fixing an issue that should even be there. - you should include that people can animate the tail to move around and give it more life whilst still being controllable. its nice to desktop an quest users to see, instead of standing there all rigid
This video is older than bools so they had to use the int parameter. They still wouldn't need it though unless they want a quick toggle on/off.
For the life of me i just cant get this to work.
I followed and did everything in the tutorial perfectly up until adding the tail toggle and blends into the expressions menu... when I click the dropdown it just says none on it
Tried as many fixes as possible, this tutorial just does not work.
I know this is a old video but could you get this to work if you added the tail/ears in Unity and they arent a part of the avatar armature?
Do you have a tutorial for custom locomotion i.e walking , running , idle , etc ?
When I use this for the headpat version, I have to sacrifice the layers with the right and left hand gestures, is there a way to make this not happen.
So, I was thinking. Wouldnt it be possible to make a Submenu, with Emotes (with Transforms) in the Action Layer, that can be used to "Toggle" certain Emotes, lets say, like a Dance that loops or whatsoever.
yes
@@SippsAvatarBox Any Chance you will make a Short Vid about that in the near or not so near future ?
Impressive! Thank you!! - Question: How many "puppet" 2D menus can the avatar have?
when my puppet menu popup it just snap back to expressions menu
um i can't insert my animation into the blend tree motion slots and idk why
Slipbox! would it be possible for u to show us how to do the dissolve animation when afk?
Woah nice dude, thank you!!!!!! This is sooooooo helpfull to get started :o
Can you make more of those short Videos? I like them because its much easier to understand this whole shit as a newbie :)
THANK YOUUUUUUUUUU
Or, or, or! You could use it for a separate per of arms...
does the tail stick in its position?
This works nicely except its breaking my gestures and some toggles as soon as I use it.
I need to learn how to code. Then I can make it auto-generate all this stuff for people. Minus the animations themselves.
Why int and not bool?
dance/animation tutorial?
So how to make the aniamtiosn for the tail e.e
Have you (or anyone reading this) tried to use this to control the eyes, and were successful?
Can you do a dance tutorial? I'm having issues :/
could be cool for doing the hand movements while talking on desktop to seem more human
Seems entirely possible to me with this method
Thank you so much for this video!! :D
what is this app name ?
I am trying to figure out expressions. Hopefully you do a tutorial for that. :P But great tutorials thank you.
Anything that's not a transform (That includes blend shapes, if your model has those for expressions) is on the FX animator controller/playable layer. If you wanna do something like that with them, you do similar steps but on an FX controller instead.
This doesn't work for generic avatars
Tip if you don't have a mask on anything and have write defaults- DONT PUT A MASK! i found that was my biggest issue
emotes pls
Dynamic_Bone
did anyone made a slower tutorial this dude goes way to fast in his videos for me
God loves you
God gives children cancer, fuck outta here.
Tried following this video and something did not work.
Step 1: Create animations. Done!
Question: Is it supposed to have 1 keyframe or two?
Step 2: Create 1 int and 2 floats the expressions parameters. Done!
Step 3: Create the same paramaters in the animator. Done!
Step 4: Create new layer with weight of 1. Done!
Step 5: Create avatar mask and unselect everything on the humanoid. Done!
Step 6: Import avatar skeleton and unselect everything but the tail. Done!
Step 7: Insert the mask into the layer. Done!
Step 8: Create a new empty state and a new blend tree. Done!
Step 9: Transition from empty state to blend tree with condition of tail toggle == 1. Done!
Step 10: Transition from blend tree to empty state with condition of tail toggle == 0. Done!
Step 11: Set blend type to 2D Freeform Directional and insert horizontal and vertical paramaters. Done!
Step 12: Set each animation to 5 motion fields. Done!
Step 13: Set x and y positions to 0, 1 or -1 respectively. Done!
Step 14: Add new Two Axis Puppet control to expressions menu. Done!
Step 15: Set toggle, horizontal and vertical parameters respectively. Done!
Step 16: Upload avatar. Done!
Result: The menu option is there but my tail doesn't move at all.
I'm having the same issue :/ did you ever figure out why?
@@clueledead7741 Nope. Unfortunately, nobody ever got back to me and I haven't had time to look into it since then.
Just figured it out! you will need to put the gestures animator in the FX slot on the SDK
@@pixradox I already have it there for other 3.0 stuff, but it still wouldn't work. :/
i used 2 keyframes strarting from standard and ending with the new position, and i put the gesture in the FX space, then it works!