This is actually is the best one so far. I’ve seen others but they miss one core thing: you need an extra parameter to ensure that the grab animation sustains outside the receiver, which a hand gesture works best with.
This is the best tutorial i've seen so far on this topic, other ones dont seem to work but this one works so incredible for me thank you for the helpful tutorial!
If anyone is having trouble and you have copied the tutorial perfectly, your Contact Receiver radius is in the negatives ( - ) like -0.25 so it's inside out and won't work... I just spent fucking hours of pain trying to perfectly do everything right and watching other tutorials assuming im just not ready for this shit and god damn it was the simplest thing hope this helps have a good day
I am BEYOND amazed that this doesn't even need a menu, hands-down one of the best tutorials I've seen. I . . . do have one question though (probably gonna edit this comment once it's been answered here or otherwise), how would you make it so that there's a *physbone* that the object works with on the 'PropHandPos'? I've been learning Unity and VRChat stuff as a semi-personal thing for a while by now, but if anyone has an answer to this, I'd love if you could share ^^'
@@Airbee To give a visual idea; think of a chain that hangs/swings from the fist itself. (What I want to do is a lantern from the hand to be perfectly honest, but similar enough I think)
@@Rick-fc5vg But that should work exactly the same like in the video, no? I wouldn't see any differences there o: You can have a physbone chain, and make an empty game object at the end of that chain, that resembles the "PropHandPos", but well, at the end of the physbone chain. And then the rest stays the same.
Hey, i followed your tutorial as precise as i could, still the action does not work. there was a custom gesture thin on my avatar, which i exchanged for the vrc_AvatarV3HandsLayer.controller since i was missing the GestureRight and Left. all gestures work as needed in the game, still the action doesnt work. any tipps? i tried changing the GestureRight to GestureRightWeight because i didnt know if there was an issue with that, didnt change anything though. i also made the contact boxes larger. still nothing. Edit: I experimented a bit and it seems that the contact reciever does not get contact from Hand R or Hand L. This might be the model, BUT all standard gestures work so VRChat can find the hands and fingers. I have absolutely no clue what is wrong plus noone else seems to have this issue. there are only issues with gestures not working at all. Even setting the reciever to a custom like the index finger bone doesnt trigger the animation. manually setting the animation to active does place the object in my hands. Please some advice?
will work if you use the SDK 7.0+ sinse this version have optimzed constraints who work for quest, They have the"VRC..." prefix, and have little things different, but easy to assembly how manage
how do u make a prop that can be grabbed moved around and left floating in place also how could you enable others to be able to also grab and move it around
Ok... 1: This is only for PC avatars, cause the client deletes the parent constraint on quest so... ByeBye work. 2: My object have its own animator, it's floating on the back of my character... ¿Maybe i should put the animation on the fx layer? 3: idk what else to say, but just for yourselve isn't it easier to make just an animation where the position is on the hand maybe... Anyways thanks for the tutorial
this took me a long while to figure out but it does work so tysm. My only questions is does this work on a mesh thats already on the avatar but separate.
wonderful tutorial!! Would it be possible to extend on this to be able to grab the prop off the hip, then place it somewhere else, such as on the other side of the hip? Or say if you stab yourself in the stomach with it, it remains there? Furthermore, is it possible to make the prop grabbable by other players, and for it to remain in a static world position?
Thanks ^^ I think most of these should be possible, but i've never really done any of them and also don't know how to do it myself :/ Good luck though!
Great tutorial! I've followed everything you've done and it was a lot simpler than another tutorial i did haha I am currently having an issue rn tho, my prop isnt moving off my hip for some reason. I've checked the debug like you suggested to another comment and saw that all the conditions should be working okay, but the prop itself isnt moving onto my hand :(
Thanks ^^ Yeah i've seen some other tutorials which, well, work just fine aswell, but while watching i kept thinking that you can do it much more simple xD Sad to hear, its kinda hard to really help in those situations without directly looking at it.. :/ One thing you could try is uploading the avatar as a new avatar instead of updating an existing one. Another friend of mine had that issue - as soon as he uploaded it onto a new blueprint ID it somehow worked.. :o
@@Airbee If you want I can dm you on discord or something whenever you have time, I joined it off your twitch channel, but if not I can try recreating the avatar in a diff project file
i'm sorry i'm a bit late to this, but I have a avatar that I got off of a map that has a lot of built in animations that I really don't feel like remaking, so is it possible to somehow make it so that this can go onto avatar? I think it's theoretically possible since Gun 'em Down allows you to holster the gun on every avatar, but that involves having the prop being in the map first.
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
Does this also help with sync on quest? Cause the PC side will have the axe in hand but the Quest side is holding nothing. Contacts work it’s just I have to be slow when I grab the axe to work
I have heard you need a different method in order to make the prop appear and disappear, namely you need to duplicate the prop and use the animators to make them visible and invisible. If I'm remembering correctly that is
so... i followed tutorial to the letter... every step... and somehow i cannot interract with it... except i have vrcfury toggle (to make it disapear completelly) do you know if that is what prevents me from interracting with it?
@@Airbee could you explain that gesture part? does it have to be just like you wrote it or is it diferent for every avatar? i made my base avatar using Vroid and maybe the fist gesture name is diferent? or maybe it is not gonna work on quest (not standalone, steam link)
The one that is in your Avatar Descriptor :D If you don't have anything in there yet, you can just create a new one or get an example one from Packages > VRCSK Avatars > Samples > AV3 Demo Assets > Animation > Controllers (we used to take the HandsLayer thing)
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
Unfortunately i am not using a preset avatar with any sort of premade gesture system. How do I set up gestures with the hands to actually complete the tutorial?
Assuming you already have an FX Animator Layer - In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
Thank you for the video it was great help but i am having a problem where when i grab the prop from my hip it flickers in the holster like its trying to stay in it.... which means when i finally take it out other people cant see it in my hand. any thoughts why its doing this as iv watched this video for easily over 2 hours to work it out?
I got everything working except that I can't get the prop to return to its holster state. I can grab it off my back, but then it gets stuck in my hand until I reset my avatar in the games settings. Any idea why that might be?
For anyone that's having the following issue: "When I press the animation button, the animation works fine, but when I click the object I want to make grabbable (i.e. the sword) the animation suddenly stops and clears." Make sure that your object is IN the avatars hierarchy! Click and drag the base of the object and put it into your avatar's hierarchy - it should be on the same "level" as the other stuff within your avatar. Right at the bottom! That should fix the issue! The problem is that Unity doesn't know to pair the Object with the Avatar unless its inside. Don't make this mistake!
So, if one wanted to have it toggled off, how is it done? I've been testing my FX and params including in my menus, and for some reason now it's not appearing. I have a seperate off animation and I added an on keyframe on the hip for my 'prop', and I turned the off animation into the main state in the FX. I followed what's normally done for turning assets on and off and making them toggleable, but I'm not sure what I'm missing. I made a seperate parameter for my prop, but is Grab used instead?
i need help so im on the animation part at 3:40 and when clicks and avatar then record then sword the recording still records but when i switch from my avatar to the object it stops recording, how do i fix that?
If I wanted to be able to grab my prop and let go of it so it would stay in the world like a normal world constraint how would i go about doing that without having to make an anchor toggle? like fist over prophippos to grab and open hand anywhere in the world to let it be placed but if i let it go near the prophippos its attached back to my avatar?
Idk if I missed a step or what, BUT I have a sword and shield on my back that I am able to grab with my hands! BUT while they're on my back, they're not lining up when I'm moving, as if they're kinda floating without like, them turning with my body or anything and idk how to fix that-
AH So I discovered the issue For SOME reason, when switching between PC and Quest to upload the avatar, it deletes the parent constraints?? Idk why this happens, but I was able to replicate it twice.
@@MrFungii Quest doesnt support any constraints. But i don't know if it just deletes them "on upload", but keeps it in your scene while working on it, or if it just generally yeets it from your avatar before uploading on quest
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
I think this is when you have another animator either on the prop, or somewhere else in the hierachy, below your avatar but above the prop. Then it switched the animation window over to that other animator and stops the recording. In that case you'd need to click on the "Add Property" button in the Animation window, and go down the hierachy manually to your prop and add the "Is Active" Property
@@Airbee thanks, there's an animator in the sword i have. I removed it but it still wont let me t-t Btw, i can see it properly when using the "add property" but it wont show the constraint, how to add the constraints manually t-t
@@azusafloat Ah fair, sorry lol. Forgor that its not about activating the object, but to change the constraints 💀 Thats a little more confusing, but I just found an even better workaround :D In your Animation window in the top right corner, there should be a small "Lock" button. Click that after you pressed the record button and then your animation window will be locked, no matter how you click around in your hierachy. Then you should be able to proceed normally as shown in the video :3
@@Airbee we though that, but it doesnt seem to be the problem, I really dont know why it is not showing to the others, I have no clue of what could be the problem
@@HumbertoOriginal For you it works properly? Do you maybe have a checkbox "is Local" checked somewhere? Could be in a contact, or animator or something
Could you by any chance please make a video about Gesture toggles, like for example if i wanted to make a working gun for my avatar you need to have the gun toggle out then put out a fist gesture it will fire or anything else like just with the same thing. that really be an amazing help if you could..
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
Is there any way to do this without requiring a hand gesture? I'm so frustrated. I want the animation to sustain outside the receiver but without having to use a gesture. Is it possible?
i really like the tutorial but i still have one question as i am very new to unity. how do i make it into a toggle so i don't always have it on my hip?
Nice tutorial!. but do you know how to do a grabbable prop with toggle that is hidden then when open it shows on the hips and can be pick up with any of the hand constraint?
@@Airbee Yea. it's a toggle prop with constraint. but I just couldn't figure it out on how to do it. and, I don't see any tutorial of it. (probably just a skill issue for me lol)
@@lunaa4124 Here this explains it pretty well: ua-cam.com/video/XqtSg6_W07Y/v-deo.html You can just do a normal toggle and basically ignore the fact that there is a constraint on it
So I managed to get through up to positioning the contact receiver, but my avatar does not have an IFX animator. Do you have any suggestions for making one on my avatar?
update, it is not working. Ive gone back to check the animations and they look fine. I also checked the debug menu and saw that i am getting the correct values.
@@gamer95361 You do need a whole FX Animator. This is too much on a basic level to explain, sorry. Please look up another tutorial with the basics of Avatar Creation/Animator Layers to guide you for that
Well, I finally got it working. All I needed to do was edit the playable layers and add the animator into the fx layer. Now all I need to do is throw on some particles and maybe another prop or two
@@Unkn0wnTec9 In the action menu you can go to settings > config > debug i think, there you can spawn a debug menu and see if the correct animations get triggered or if the parameters get set properly when touching the contact. Really helpful tool for troubleshooting and finding out where everything stops working
Well, to be precise its Calibur, a 2* sword that you get for free after ~1-2 hours playtime in Spiral Knights, but heeelll yeaaah, its from spiral knights B)
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
This is actually is the best one so far. I’ve seen others but they miss one core thing: you need an extra parameter to ensure that the grab animation sustains outside the receiver, which a hand gesture works best with.
This is the best tutorial i've seen so far on this topic, other ones dont seem to work but this one works so incredible for me thank you for the helpful tutorial!
Very nice tutorial!
Will need to try this 100%
Keep it up :)
Thanks and good luck! :D
The best tutorial ever! Thank you so much.
If anyone is having trouble and you have copied the tutorial perfectly, your Contact Receiver radius is in the negatives ( - ) like -0.25 so it's inside out and won't work...
I just spent fucking hours of pain trying to perfectly do everything right and watching other tutorials assuming im just not ready for this shit and god damn it was the simplest thing
hope this helps have a good day
Thank you very much dude, this worked flawlessly!
Much appreciated :D
I am BEYOND amazed that this doesn't even need a menu, hands-down one of the best tutorials I've seen.
I . . . do have one question though (probably gonna edit this comment once it's been answered here or otherwise), how would you make it so that there's a *physbone* that the object works with on the 'PropHandPos'?
I've been learning Unity and VRChat stuff as a semi-personal thing for a while by now, but if anyone has an answer to this, I'd love if you could share ^^'
Hoi, thanks :)
I think i don't properly understand, what exactly would you want to do with a physbone?
@@Airbee To give a visual idea; think of a chain that hangs/swings from the fist itself. (What I want to do is a lantern from the hand to be perfectly honest, but similar enough I think)
@@Rick-fc5vg But that should work exactly the same like in the video, no? I wouldn't see any differences there o: You can have a physbone chain, and make an empty game object at the end of that chain, that resembles the "PropHandPos", but well, at the end of the physbone chain. And then the rest stays the same.
easy to follow and understand you sir get a like
Can you make a tutorial about toggling on and off clothes or props with a transition to fade it on and off for example
Hey, i followed your tutorial as precise as i could, still the action does not work. there was a custom gesture thin on my avatar, which i exchanged for the vrc_AvatarV3HandsLayer.controller since i was missing the GestureRight and Left.
all gestures work as needed in the game, still the action doesnt work. any tipps? i tried changing the GestureRight to GestureRightWeight because i didnt know if there was an issue with that, didnt change anything though. i also made the contact boxes larger. still nothing.
Edit: I experimented a bit and it seems that the contact reciever does not get contact from Hand R or Hand L.
This might be the model, BUT all standard gestures work so VRChat can find the hands and fingers. I have absolutely no clue what is wrong plus noone else seems to have this issue. there are only issues with gestures not working at all. Even setting the reciever to a custom like the index finger bone doesnt trigger the animation.
manually setting the animation to active does place the object in my hands.
Please some advice?
Good video, I just have one question, this work on a quest avatar?
As far as i know, no. No constraints on quest
@@Airbee Well thats bad, anyway thank you :D
will work if you use the SDK 7.0+
sinse this version have optimzed constraints who work for quest, They have the"VRC..." prefix, and have little things different, but easy to assembly how manage
how do u make a prop that can be grabbed moved around and left floating in place
also how could you enable others to be able to also grab and move it around
i dont know
i never thought of using contacts like that (though i guess it shouldve been obvious), cool
Ok...
1: This is only for PC avatars, cause the client deletes the parent constraint on quest so... ByeBye work.
2: My object have its own animator, it's floating on the back of my character... ¿Maybe i should put the animation on the fx layer?
3: idk what else to say, but just for yourselve isn't it easier to make just an animation where the position is on the hand maybe...
Anyways thanks for the tutorial
this took me a long while to figure out but it does work so tysm. My only questions is does this work on a mesh thats already on the avatar but separate.
Sure, should work just the same way!
wonderful tutorial!! Would it be possible to extend on this to be able to grab the prop off the hip, then place it somewhere else, such as on the other side of the hip? Or say if you stab yourself in the stomach with it, it remains there?
Furthermore, is it possible to make the prop grabbable by other players, and for it to remain in a static world position?
Thanks ^^ I think most of these should be possible, but i've never really done any of them and also don't know how to do it myself :/ Good luck though!
Great tutorial!
I've followed everything you've done and it was a lot simpler than another tutorial i did haha
I am currently having an issue rn tho, my prop isnt moving off my hip for some reason. I've checked the debug like you suggested to another comment and saw that all the conditions should be working okay, but the prop itself isnt moving onto my hand :(
Thanks ^^ Yeah i've seen some other tutorials which, well, work just fine aswell, but while watching i kept thinking that you can do it much more simple xD
Sad to hear, its kinda hard to really help in those situations without directly looking at it.. :/ One thing you could try is uploading the avatar as a new avatar instead of updating an existing one. Another friend of mine had that issue - as soon as he uploaded it onto a new blueprint ID it somehow worked.. :o
@@Airbee If you want I can dm you on discord or something whenever you have time, I joined it off your twitch channel, but if not I can try recreating the avatar in a diff project file
@@Airbee i tried rebuilding the avatar, prop still aint movin except now the grab thing doesnt even show up :)
@@eraedus729 yikea.. D:
@@eraedus729 could've been set to Static
Best grabbale props tutorial thank you so much!!!
Just wondering if I want a certain gesture when grabbing the prop is it achievable?
Would this process work with adding multiple items, and just duplicating the steps for each (using the same contact points for each hand on each item)
And what if you want to put it on your back
i'm sorry i'm a bit late to this, but I have a avatar that I got off of a map that has a lot of built in animations that I really don't feel like remaking, so is it possible to somehow make it so that this can go onto avatar? I think it's theoretically possible since Gun 'em Down allows you to holster the gun on every avatar, but that involves having the prop being in the map first.
When I parent the knife to the empty, the transform tool is way off it. How do I move the transfer tool>
hey i dont have the gesture = 1 thing at 6:18 how do i get it?
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
I saw a GMOD avatar that had a menu with every prop from GMOD
What did i do wrong if only i can see the prop in my hand? My friend said he saw it was at the default position when it was in my hand
Wonderful tutorial, im just wonder what is in the expressions layer, because i had to add the gesture int toggles
eh a lot of custom expression animations ^^' but nothing of relevance for this tutorial :D
Does this also help with sync on quest? Cause the PC side will have the axe in hand but the Quest side is holding nothing. Contacts work it’s just I have to be slow when I grab the axe to work
No idea, sorry
I have heard you need a different method in order to make the prop appear and disappear, namely you need to duplicate the prop and use the animators to make them visible and invisible. If I'm remembering correctly that is
only make the layer on fx or have to make another similar but at gesture fx?
so... i followed tutorial to the letter... every step... and somehow i cannot interract with it...
except i have vrcfury toggle (to make it disapear completelly)
do you know if that is what prevents me from interracting with it?
i'm sorry, i don't know :/ have very little experience with VRCFury
@@Airbee could you explain that gesture part? does it have to be just like you wrote it or is it diferent for every avatar? i made my base avatar using Vroid and maybe the fist gesture name is diferent?
or maybe it is not gonna work on quest (not standalone, steam link)
How do i figure out which FX is the one i need? Thats where i got lost
The one that is in your Avatar Descriptor :D If you don't have anything in there yet, you can just create a new one or get an example one from Packages > VRCSK Avatars > Samples > AV3 Demo Assets > Animation > Controllers (we used to take the HandsLayer thing)
i have a question.. there is a way to make a throwable object?
I think so, but I don't know how
it wont let me use any other type of condition other than grab please help
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
@@Airbee thank you!
Is there a way to just place down the object/prop anywhere? like a button in ur menu to place it down where ever you put ur hand at.
I don't know, sorry. I think it is somehow, but i don't know how.
Unfortunately i am not using a preset avatar with any sort of premade gesture system. How do I set up gestures with the hands to actually complete the tutorial?
Assuming you already have an FX Animator Layer - In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
How would I go about this if the object rests in another hand but a want it to be grabbed by another hand (ala a hockey stick)?
I don't know, sorry ^^'
Thank you for the video it was great help but i am having a problem where when i grab the prop from my hip it flickers in the holster like its trying to stay in it.... which means when i finally take it out other people cant see it in my hand. any thoughts why its doing this as iv watched this video for easily over 2 hours to work it out?
how can you do to make other people availbale to grab something in your avi?
i dont know, sorry :/
I got everything working except that I can't get the prop to return to its holster state. I can grab it off my back, but then it gets stuck in my hand until I reset my avatar in the games settings. Any idea why that might be?
For anyone that's having the following issue:
"When I press the animation button, the animation works fine, but when I click the object I want to make grabbable (i.e. the sword) the animation suddenly stops and clears."
Make sure that your object is IN the avatars hierarchy! Click and drag the base of the object and put it into your avatar's hierarchy - it should be on the same "level" as the other stuff within your avatar. Right at the bottom! That should fix the issue!
The problem is that Unity doesn't know to pair the Object with the Avatar unless its inside. Don't make this mistake!
I can’t for the life of me find the VRC contact receiver at 3:47 on the unity asset store, I’m assuming it’s an asset? Help?
Make sure you have the latest VRC Avatar SDK imported into the Project, then it should be there. I recommend using the Creator Companion
@@Airbee Thank you, I will try this
So, if one wanted to have it toggled off, how is it done? I've been testing my FX and params including in my menus, and for some reason now it's not appearing. I have a seperate off animation and I added an on keyframe on the hip for my 'prop', and I turned the off animation into the main state in the FX. I followed what's normally done for turning assets on and off and making them toggleable, but I'm not sure what I'm missing. I made a seperate parameter for my prop, but is Grab used instead?
i need help
so im on the animation part at 3:40 and when clicks and avatar then record then sword the recording still records but when i switch from my avatar to the object it stops recording, how do i fix that?
ok so i figured this out but now i have another problem
so a 3:48 you say to add a contact receiver but i dont have that as an option
Do you remember how you fixed it
is there a way to allow others to grab the prop?
I think so, but i don't know how
It’s easy to follow and understand but for some reason it’s not working for me. Not entirely sure what I did wrong.
Thanks, what a great tutorial, cudos my good man!
If I wanted to be able to grab my prop and let go of it so it would stay in the world like a normal world constraint how would i go about doing that without having to make an anchor toggle? like fist over prophippos to grab and open hand anywhere in the world to let it be placed but if i let it go near the prophippos its attached back to my avatar?
Hi, i've never done something like that and don't really know how it works, sorry :/ Good luck tho!
Thanks
thank you
Idk if I missed a step or what, BUT I have a sword and shield on my back that I am able to grab with my hands! BUT while they're on my back, they're not lining up when I'm moving, as if they're kinda floating without like, them turning with my body or anything and idk how to fix that-
AH
So I discovered the issue
For SOME reason, when switching between PC and Quest to upload the avatar, it deletes the parent constraints??
Idk why this happens, but I was able to replicate it twice.
@@MrFungii Quest doesnt support any constraints. But i don't know if it just deletes them "on upload", but keeps it in your scene while working on it, or if it just generally yeets it from your avatar before uploading on quest
I don’t have those gesture options, I have no idea how to get the fist gesture
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
@@Airbee but how does it know if I need it to be a fist, what do I need to put in it
@@andrewstabell623 fist is 1
@@Airbee So when I create the GestureRight, I set the number next to it to 1?
@@Airbee Just came up with a new issue, to upload it to quest it saysI have to remove parent constraint
Hi question with the methode can other people grab my stuff aswell?
Nope, not with this method.
@@Airbee oh okay. thanks for the respond ^^
Is this feature also available to quest users?
@@astragoldn5780 not yet, but it will be soon
can i ask something, whenever i press my prop the record disappears
I think this is when you have another animator either on the prop, or somewhere else in the hierachy, below your avatar but above the prop. Then it switched the animation window over to that other animator and stops the recording.
In that case you'd need to click on the "Add Property" button in the Animation window, and go down the hierachy manually to your prop and add the "Is Active" Property
@@Airbee thanks, there's an animator in the sword i have. I removed it but it still wont let me t-t
Btw, i can see it properly when using the "add property" but it wont show the constraint, how to add the constraints manually t-t
@@azusafloat Ah fair, sorry lol. Forgor that its not about activating the object, but to change the constraints 💀
Thats a little more confusing, but I just found an even better workaround :D
In your Animation window in the top right corner, there should be a small "Lock" button. Click that after you pressed the record button and then your animation window will be locked, no matter how you click around in your hierachy. Then you should be able to proceed normally as shown in the video :3
my friends cant see it, do you know why?
Maybe they have animations disabled in safety settings?
@@Airbee we though that, but it doesnt seem to be the problem, I really dont know why it is not showing to the others, I have no clue of what could be the problem
@@HumbertoOriginal For you it works properly? Do you maybe have a checkbox "is Local" checked somewhere? Could be in a contact, or animator or something
@@Airbee yes, it works for me, I think the "is local" is checked, I will disable it
Hey, did you ever fix this issue? I don't have "is local" ticked but I'm still having this issue.
Could you by any chance please make a video about Gesture toggles, like for example if i wanted to make a working gun for my avatar you need to have the gun toggle out then put out a fist gesture it will fire or anything else like just with the same thing. that really be an amazing help if you could..
I'll note it down, eventually i'll do it :)
@@Airbee Thank you so much!
Hi, I just finished the video :) Will be uploaded this friday.
Alright, amazing! Thank you
how do you make the paremeter for fist
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
Is there any way to do this without requiring a hand gesture? I'm so frustrated. I want the animation to sustain outside the receiver but without having to use a gesture. Is it possible?
you could try using a buffer animation like i did in this video here: ua-cam.com/video/v5tX2VADYvE/v-deo.html
i really like the tutorial but i still have one question as i am very new to unity. how do i make it into a toggle so i don't always have it on my hip?
There's plenty tutorials out there showing that, for example this one: ua-cam.com/video/XqtSg6_W07Y/v-deo.html
is there a way to make it so other people can interact/take the prop?
Probably. But I don't know how
@@Airbee ill keep searching than, thank you
Nice tutorial!. but do you know how to do a grabbable prop with toggle that is hidden then when open it shows on the hips and can be pick up with any of the hand constraint?
Thanks! I guess that would just be a normal toggle like any else..? Or im not sure i understand what you mean.
@@Airbee Yea. it's a toggle prop with constraint. but I just couldn't figure it out on how to do it. and, I don't see any tutorial of it. (probably just a skill issue for me lol)
@@lunaa4124 Here this explains it pretty well: ua-cam.com/video/XqtSg6_W07Y/v-deo.html
You can just do a normal toggle and basically ignore the fact that there is a constraint on it
Amazing tutorial! But I must ask, is there anyway of making this a toggle as well? If so, how do you do that?
Yes, here's a tutorial for that: ua-cam.com/video/XqtSg6_W07Y/v-deo.html
So I managed to get through up to positioning the contact receiver, but my avatar does not have an IFX animator. Do you have any suggestions for making one on my avatar?
ive figured it out. I thought i needed a whole IFK, but i just needed the RightGesture integer.
update, it is not working. Ive gone back to check the animations and they look fine. I also checked the debug menu and saw that i am getting the correct values.
@@gamer95361 You do need a whole FX Animator. This is too much on a basic level to explain, sorry. Please look up another tutorial with the basics of Avatar Creation/Animator Layers to guide you for that
Well, I finally got it working. All I needed to do was edit the playable layers and add the animator into the fx layer. Now all I need to do is throw on some particles and maybe another prop or two
@@gamer95361did you got it work with the help of a video? Becose i am working with a vroid avatar and didnt got the ifx to
is this for quest?
nope
@@Airbeeis there a quest alternative?
@@Losjo4093 Probably, but i never did anything like that for quest
@@Airbee One thing i could to is make it togglable prop for quest and grab for pc
How do you make something grabable by anyone?
Dont know :/
@@AirbeeI’m back, I talked to chat gpt but haven’t tried it just yet. A.I. overlords say rigid body, and vrc_pickup component. 🤭💕
sub and like, such a beginner friendly tutorial, ty
Thanks! :D
There really oughta be a vrcfury streamlined thing for this
smh it doesnt work for me, when i try to grab it nothing happens. and i did every step like you did .-.
Do the positions switch properly when you manually change the values of the Constraint in Unity?
@@Airbee yuh, i tried different tutorials too but nothing works.
@@Unkn0wnTec9 In the action menu you can go to settings > config > debug i think, there you can spawn a debug menu and see if the correct animations get triggered or if the parameters get set properly when touching the contact. Really helpful tool for troubleshooting and finding out where everything stops working
alr thanks i will look into it :)
@@Unkn0wnTec9 did you figure it out? im stuck too same problem as you
Damn it doesnt work for quest
yep :/
You can use 2 objects so it turns off the one on your hip and turns on the one in your hand
GGood :)
Is that a fucking spiral knights starter sword?
Well, to be precise its Calibur, a 2* sword that you get for free after ~1-2 hours playtime in Spiral Knights, but heeelll yeaaah, its from spiral knights B)
always not cool when men have women avatars xD destroys my ilosion xD
i do not have the option to pick gesture right, is there a way i can solve that
In the top left of your animator window, you have 2 tabs called "Layers" and "Parameters". Switch to Parameters, add an Integer and call it GestureRight or GestureLeft, whatever you need or both
thank you@@Airbee
Does anything need to be on a menu ? Or a toggle?
no