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How To Apply Idle Animation Unity Vrchat

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Unity Knowledge Required

This document is written with the assumption that you know a bit about Unity Animators.

In the Avatars 3.0 Avatar Descriptor, there are five buttons labeled:

  • Base
  • Condiment
  • Gesture
  • Activeness
  • FX

These are Playable Layers. Each of them takes a Unity Animator, and they layer on top of each other. In other words, you've got five root animators to play with, and each of them can take a huge corporeality of Animator Layers (I'm not actually sure of the max layers, but whatever that is, that's the max).

These layers apply in order-- in other words, base of operations gets applied, then additive, then gesture, activity, FX. As an example, if something in Additive animates a bone (with ane.0 weight), and then something in Action animates that same bone (with 1.0 weight), the Activeness animation will take precedence.

Nosotros take case Playable Layers bachelor in the SDK. Depending on how you learn and iterate on things, information technology might be easier for you to use and edit these default layers to effigy things out!

When you are running VRChat and you're wearing (or viewing) an Avatar 3.0 avatar, all of these Playable Layers are put together into a combined Animator. This Animator is the root, main animator of your avatar, and you can control any part of it. This means that in that location is no reason to add any boosted animators on your avatar.

Equally an bated, you should never employ the same controller in multiple Playable Layers. This may work for some setups, merely it is very poor practice and volition cause major issues as yous expand the functionality of your avatar.

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Only Use Animation Controllers

We only support the employ of Animation Controllers in Playable Layer slots. Do not utilize any other type of controller-- yous will come across errors or volition exist unable to upload the content.

What do these Playable Layers do? Here'due south the curt version:

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 desire to "add" to it-- like a breathing blitheness. Transform animations only.
Gesture: Things that get triggered by hand OR by the Expression menu. Y'all can also use this for "idle animations" similar a wagging tail, flapping wings, or moving ears. Transform animations only.
Activity: Full override, similar to AV2 emotes. Transform animations but.
FX: Same as Gestures, but for everything that isn't a Transform position, rotation, or scale animation.

That'south great, but let's go into some more than detail.

The Base of operations layer contains locomotion animations, including blend trees for walking, running, strafing. It also includes animation states for jumping, falling, falling fast, crouching, and crawling, among other things.

Go on in mind that if you lot put something in here, yous'll have to redefine your locomotion animation states. This is pretty complex! Take a look at the example Base Playable Layer to see how complex it can get.

Animations in Base should only affect transforms, and all layers should be using Avatar Masks to ensure you're only affecting the appropriate transforms.

The Additive layer is meant for condiment transform motion on elevation of humanoid bones that are animated in Base-- things like animate animations that tin can "add together on" to the Base layer.

If yous desire to add an idle animation to not-humanoid bones-- like a tail, ears, or etc-- use Gesture instead! Condiment is specifically for humanoid bones.

The Additive layer is special considering it is ever set to "Additive" blending. In short, if you lot've got a transform that moves during locomotion, the Additive animation will "add" its animation on tiptop. This can deed really weirdly if you practise crazy things to bones in Additive, so effort to keep it pretty minimal.

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Condiment Offset Layer Avatar Mask Ignored

The outset layer (base layer, 0th layer, etc)'due south Avatar Mask is ignored. This is for internal masking purposes. Y'all can still mask other layers, but any mask yous apply to the first layer will be ignored.

Animations in Additive should only affect transforms.

The Gesture layer is for animations that need to act on individual trunk parts while nevertheless playing the underlying animations for the residual of the torso. Kind of like AV2 Gestures, merely practical to any part of the body.

Utilize Avatar Masking to ensure that the animations merely touch on the parts of the avatar you want to animate! So, if you want your gesture parameters to only make manus shapes for left/right paw, yous'll want to mask out those hands on each of the layers.

In add-on, if you want to accept an "idle" animation for non-humanoid bones similar a tail, wings, ears, etc-- Gesture is where y'all should put it.

Animations in Gesture should only affect transforms.

The Action layer is for bone animations that will override all other layers, when y'all need to take over full control of the character. Basically, think AV2 "Emotes".

This layer is blended to zero past default. Earlier you do anything in the action layer, y'all need to employ the Playable Layer Control State Beliefs to blend this layer up before transitioning to the actual activeness yous're performing! Brand sure you lot alloy it dorsum to goose egg when you lot're done.

Animations in Activity should but affect transforms.

FX is a special layer. On every other layer, you should not exist using material animations, shader belongings animations, or blendshape animations, considering they aren't copied to your mirror clone. Only transforms are.

All the same, in the FX layer, everything is copied over! In other words, everything that isn't a humanoid transform/muscle animation should go into the FX layer. This includes (only is not limited to) things like enabling/disabling GameObjects, components, cloth swaps, shader animations, particle system animating, etc.

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FX First Layer Avatar Mask Ignored

The first layer (base layer, 0th layer, etc)'s Avatar Mask is ignored. This is for internal masking purposes. Y'all tin still mask other layers, but any mask you utilize to the first layer will be ignored.

Animations in FX tin animate Transforms (position, rotation, etc) but yous need to exist enlightened that you lot may be overwriting animations from "lower" layers.

There are some additional poses available for Avatars 3.0 avatars. The buttons for these are under the Playable Layers.

You can at present provide your ain T-Pose!

The T-Pose is used to determine various measurements of your avatar, especially for placement of your viewpoint (or view-ball). Viewpoint is dependent entirely on where your view-ball is when your avatar is in this T-Pose blitheness you provide.

Standard T-Pose - [Mixamo](https://www.mixamo.com)

Standard T-Pose - Mixamo

Secondly, information technology is of import for the wrist alignment/twist. The manner your wrists are lined up in relation to the palm-down position volition affect how your controller twisting in space volition turn your wrist and arm.

Finally, your t-pose determines your wingspan-- your full length of your artillery when in T-Pose. This also determines your avatar's interpupillary distance (IPD), or the altitude between your avatars eyes. Having arms that are too long will make your IPD wider, making everything seem smaller. Having artillery that are likewise brusque will make your IPD narrower, making everything seem larger.

In addition, (significant) joint bends in T-Pose aren't a good thing. As an example, if your elbows are bent in T-pose, this may affect many dissimilar things about your avatar that work off your proportions.

IK Pose is used to decide major joint bends. In the IK pose, your joints should be aptitude slightly in the direction they're intended to curve.

As an example, VRChat volition expect at the elbow bend from your IK Pose and determine if in that location is a angle bend in any given direction. That bend determines how your elbow bends.

The controller used in this slot is used for both animation and posing. When you lot sit down, the viewpoint of your avatar is used for calibration. The animation is played, allowing you to create a "sitting downward" animation, as well as a "sitting" idle animation.

If you want to make your own, off-white warning: this can take some pregnant tweaking to become right! You may want to employ transition states for sitting down/standing up that will assist a bit with how your avatar looks while sitting.


Source: https://docs.vrchat.com/docs/playable-layers

Posted by: garciajusture70.blogspot.com

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