I can't believe how easy this was. Somehow, I looked at the documentation a year back and thought "meh, maybe later". Now I watched this video and literally screamed "Wait. That's IT??". Thank you so much!!
amazing tutorial as always!! worth mentioning that the Motion Time in the animator's Blend Tree must be active for the value of the Proximity Contact Receivers to correspond dynamically along the dopesheet* of the desired animation. *Edited for vocab, thank you @Lhun!!
In the context of unity, use the term "dopesheet" and the "animation transistion crossfade" since timeline is something else entirely (and doesn't work on avatars) if people try to search for it. :) Also worth mentioning that write defaults was left on here.
So how many people used this tutorial to make the "pull my finger" joke? No one? Oh bummer :(. Great tutorial! You're by far the best to follow for anyone wanting to dive into Custom Avatar making. Have you considered making tutorials for specific but advanced examples? For example, in the Avatar Dynamics official trailer, they showed a magician changing her outfit with the tip of her wand. It also doesn't just switch between them, there's a cool animation during the change.
I've seen some avatars where on contact like touching a prop on their side it switches to the hand holding it. It would be awesome if you could do a tutorial on that!
I didn't know about this colliders system before seeing this video. I'll need to try playing around with this later! :D (It's too bad Quest avatars are automatically marked as "poor" if they have any kind of particle system though, so I'll need to come up with some kind of creative blendshape animation for high-fives)
is there any way for me to make actual toggles with these (pressing a button and having it act like an actual button that stays down then when pressed again comes back up?)
Amazing tutorial, I may not understand how to get to the Animator and how to make an avatar, but everything else is really well explained! Keep it up :D
So this video is honestly such a big help, so thank you on that. though I wanna say the prefab isn't working anymore, I was planning on downloading it but I keep getting the message "This content is no longer available."
Hello Sippbox, just wanted to say you're the best of the best, thanks to you i've been able to learn a lot in unity and has made my experience way better, your videos are so helpful and the music you choose is also the best, just finished trying out the clap tutorial and it works amazing in my new avatar. just one question tho do i have to delete the duplicate of my avatar after i'm done with recording the animations?
You don't have to keep it, the duplicate is only for recording animations on. Alternatively, you can enter play mode and animate directly on the base instead of making a duplicate, then exiting play mode when you're done animating. I explain the duplicate method in my videos cause i find it easier for beginners to understand.
I love your tutorial style its not only detailed but also very easy to understand too. And how do i make it toggle with contact? Trying to make a prop that my avatar can grab
1) so does this mean if I set the parameter as something generic sounding like "weapon", ANYONE elses avatar with the same naming scheme for theirs will interact with it? if this is the case it would be really cool if there was like a collaborative database for parameter names so people can make sure theyre setting things up to work with the most avatars possible (or even use it for help avoiding accidental interactions). 2) random optimization question: "is animated" on physbones is supposed to be reserved for objects that are animated since it uses more processing power to constantly update. thing is, you can actually animate "is animated" to on or off in animations themselves. would it technically be more optimized to never use "is animated" at all and instead just set it to animate to active during the animations themselves?
1. If you set one of the *tags* on your contact receiver as something like "Weapon" for example, anyone with a contact sender on their avatar with the tag "Weapon", will be able to have it interact with your Contact Receiver. So let's say I have a sword on my avatar with a contact sender on it with the tag "Sword", and on your avatar you have a shield with a contact receiver also with the tag "Sword", which when interacted with plays a sound effect. If I hit your shield with my sword, it will play the sound effect. 2. I don't believe using the Is Animated checkbox in animations is supported behavior, so I wouldn't reccommend using it that way.
I have a question regarding a particular scenario: If I want to turn off the mesh of a large hat on my head for anyone who happens to clip into it with their face, I think I can do it with contact receivers. The caveat here is everyone will see it, right? I would like it to be local to only the person triggering it. Otherwise the hat will turn off and on at random as people bump into me which I would rather not happen. I would like to avoid poking people with it since it's a bit large. My solution up until now has been making myself small enough not to be in the way. Is it possible through contact receivers to do this, and if not is there another way?
I have a problem with testing my contacts in Unity and nothing on google apparently has information on this issue so I've come back here to ask; My receivers and animations work fine ingame, but on Unity's side when testing with a Sphere that has a Sender with the proper values (finger, hand, etc) in it, it simply does not trigger the animation to play that's supposed to, even if the parameter itself changes from 0 to 1 in the inspector of the receiver object. I've tried with blank animator controller and also using the FX animator in the controller field, neither works. This makes testing receivers extremely hard since every time I make a slight change or something doesn't seem to work I have to tweak it, build the whole avatar, go ingame and try to find someone to press my buttons just to try them out. Obviously entering the game in desktop mode while working with unity, so I have no hands with which to try it. I've had this issue ever since the avatar dynamics update, could never get the sender test sphere to work in my avatar project. Does anyone have any way to fix this or any insights on what might cause this? If you need additional information I'll gladly provide it. Unity version 2019.4.31f1 with SDK ver 3.2.1.
Thanks for uploading this - I've been trying to do something similar to this, except instead of it being a high-five I plan to have a giant BONK sound or something play whernever I slam a Splatoon roller against someone's head or body. x3
hey sip, is it possible to make an actual button with contacts? like have a button push in when touched and then have the button go to the default state when not being touched? like how buttons work on a buzz lightyear toy?
Heya, I used this tutorial to make a Half Life crowbar that makes the "Clang" noise whenever it hits an avatar, however I want it to be able to overlap itself, so I can hit it as fast as I want without having the sound cut off whenever I stop, and I can't quite figure out how to do that.
I always love your tutorials! I have a questions this time. What is the benefit of duplicating your avatar to make the animation? I haven't been doing that, but it doesn't seem to have created any problems for me.
It's to prevent your avatar from getting stuck in the "Bicycle Pose" that happens when recording animations. Alternatively, you can enter play mode and animate directly on the base instead of making a duplicate, then exiting play mode when you're done animating. I explain the duplicate method in my videos cause i find it easier for beginners to understand.
@@SippsAvatarBox Great thanks! My avatar has an "Idle" animation so I use that to switch back to the typical relaxed T-pose. Just playing around with it now, my avatar would automatically go back to the relaxed T-pose after turning on and off play mode. Thanks again for the great videos!
For anybody having issues with the capsule not giving you a height setting, this is a bug. Go to the settings of your inspector tab and turn on debug mode to have it appear.
so idk if you have ever encountered one of the musketeer safe house avatars but they have it to where you could pull the night vision goggles down and up. i was wanting to know how to do this because i am making an avatar with nvgs on it.
could you possibly show how to make something like this but where the contact of a person stepping on the ground activates a audio sound or an animation cause I have no idea on how to do that.
I can't seem to figure out how to make it so when someone presses the contact receivers the change is permanent and doesn't go away when me or someone pulls their finger away, can anyone help me out? It uses and avatars blendshapes btw
I know I'm a little late to the party but is there a quick way to make this work for both hands? I tried to mirror what you did for the right hand, but the left hand doesn't want to react for some reason....
Is there a way to get it to detect literally anything when it is touched? I have an idea for an avatar where he produces so much heat that steam/smoke will emit from the point of contact when ever he touches something
is their a way to toggle the slap on or off as in when toggled off, when you hist someone head it doesnt do the efcct, and while toggled on it does ???
Download brokey. Wanted to check if the "off" animation needs to toggle anything off, since with alot of 3.0 stuff, it'll automatically revert on it's own without needing it anymore.
so ive followed this tutorial perfect what i am trying to do is, ive got an arcade machine on my back and ive added contacts to each button and when they come in contact with senders they do not work ive added everything. btw can you update your discord link
soo when it came to doing a boop for a contact receiver it works in unity when I test it but don't work in VRC its set up but just saying naah XD is it just a avatar thing or something else
if you want to add a facial expression to the clap thing, just add the blendshapes into the clap animation. If you want to make a headpat contact, put a contact receiver on the head with the Hand tag, set it to constant, set a parameter name. Then in your animator set up a facial expression toggle like you normally would, but use the parameter you set in the contact.
Precise, detailed, and straight to the point. Your tutorials are always super helpful
I can't believe how easy this was. Somehow, I looked at the documentation a year back and thought "meh, maybe later". Now I watched this video and literally screamed "Wait. That's IT??".
Thank you so much!!
I think the documentation is just a little in-depth
amazing tutorial as always!! worth mentioning that the Motion Time in the animator's Blend Tree must be active for the value of the Proximity Contact Receivers to correspond dynamically along the dopesheet* of the desired animation.
*Edited for vocab, thank you @Lhun!!
In the context of unity, use the term "dopesheet" and the "animation transistion crossfade" since timeline is something else entirely (and doesn't work on avatars) if people try to search for it. :)
Also worth mentioning that write defaults was left on here.
Can you simplify Im confused is it for each animation in the clap layer and if so do you turn on motion time on both and which parameter do I use
almost 2 minutes in and this is already by far the most detailed tutorial i've ever found so far, i really like this
the god of tutorials has fed us the tutorial we have been craving
Failed many times in Unity, with 30 minute Tutorials. But Watching your video i managed to get everything working, Thank you so much :D
I'm eager to get my own Quest one day to use with PCVR, and I'll be making the most of your tutorial! Thanks :)
Ive been searching someone to help me with the working buttons, U ARE SOOO HELPFUL OMG! THANK U!
So how many people used this tutorial to make the "pull my finger" joke? No one? Oh bummer :(.
Great tutorial! You're by far the best to follow for anyone wanting to dive into Custom Avatar making. Have you considered making tutorials for specific but advanced examples? For example, in the Avatar Dynamics official trailer, they showed a magician changing her outfit with the tip of her wand. It also doesn't just switch between them, there's a cool animation during the change.
Awesome tutorial. I love how concise your videos are. Thank you for the help! I look forward to more tutorials on this new cool feature.
Thank you so much for putting in the effort to make these videos. Just started learning the basics, and this helps a lot.
Awesome love it. Very helpful and easy to grasp!
Oh my god I have got to do that pip-boy now. I love fallout!
LETS GOOO, awesome tutorial!
This is next level stuff
I’ve been waiting for this one ^^ ❤️
As always, excellent tutorials, clear and precise. Thanks for making this tutorials, please continue this way!
I've seen some avatars where on contact like touching a prop on their side it switches to the hand holding it. It would be awesome if you could do a tutorial on that!
Planned!
@@SippsAvatarBox :)
@@SippsAvatarBox omg YAY AWESOME thank you!!!
@@SippsAvatarBox i'd love to learn that as well ^_^
@@SippsAvatarBox would something like that be quest compatible?
awesome I was waiting for this! thank you so much
Such good information really well done thanks fella
Your videos are really helpful, I hope you keep making them
I didn't know about this colliders system before seeing this video. I'll need to try playing around with this later! :D
(It's too bad Quest avatars are automatically marked as "poor" if they have any kind of particle system though, so I'll need to come up with some kind of creative blendshape animation for high-fives)
is there any way for me to make actual toggles with these (pressing a button and having it act like an actual button that stays down then when pressed again comes back up?)
You could propably add a physbone in there
Amazing tutorial, I may not understand how to get to the Animator and how to make an avatar, but everything else is really well explained! Keep it up :D
You are awesome my man. Wish I had this knowledge in my head like you do but atleast you share it so I can if I put in the work!
So this video is honestly such a big help, so thank you on that.
though I wanna say the prefab isn't working anymore, I was planning on downloading it but I keep getting the message "This content is no longer available."
can you do a guide on how to make particle effects or particle effects that are triggered from gestures when holding something like a weapon?
I love u so much, thx for this video
will you do a tut on how you did the "grabbing crowbar" with the reciever/senders?
Hello Sippbox, just wanted to say you're the best of the best, thanks to you i've been able to learn a lot in unity and has made my experience way better, your videos are so helpful and the music you choose is also the best, just finished trying out the clap tutorial and it works amazing in my new avatar.
just one question tho do i have to delete the duplicate of my avatar after i'm done with recording the animations?
You don't have to keep it, the duplicate is only for recording animations on. Alternatively, you can enter play mode and animate directly on the base instead of making a duplicate, then exiting play mode when you're done animating. I explain the duplicate method in my videos cause i find it easier for beginners to understand.
I love your tutorial style its not only detailed but also very easy to understand too. And how do i make it toggle with contact? Trying to make a prop that my avatar can grab
1) so does this mean if I set the parameter as something generic sounding like "weapon", ANYONE elses avatar with the same naming scheme for theirs will interact with it? if this is the case it would be really cool if there was like a collaborative database for parameter names so people can make sure theyre setting things up to work with the most avatars possible (or even use it for help avoiding accidental interactions).
2) random optimization question: "is animated" on physbones is supposed to be reserved for objects that are animated since it uses more processing power to constantly update. thing is, you can actually animate "is animated" to on or off in animations themselves. would it technically be more optimized to never use "is animated" at all and instead just set it to animate to active during the animations themselves?
1. If you set one of the *tags* on your contact receiver as something like "Weapon" for example, anyone with a contact sender on their avatar with the tag "Weapon", will be able to have it interact with your Contact Receiver. So let's say I have a sword on my avatar with a contact sender on it with the tag "Sword", and on your avatar you have a shield with a contact receiver also with the tag "Sword", which when interacted with plays a sound effect. If I hit your shield with my sword, it will play the sound effect.
2. I don't believe using the Is Animated checkbox in animations is supported behavior, so I wouldn't reccommend using it that way.
@@SippsAvatarBox thanks!!!
I have a question regarding a particular scenario: If I want to turn off the mesh of a large hat on my head for anyone who happens to clip into it with their face, I think I can do it with contact receivers. The caveat here is everyone will see it, right? I would like it to be local to only the person triggering it. Otherwise the hat will turn off and on at random as people bump into me which I would rather not happen. I would like to avoid poking people with it since it's a bit large. My solution up until now has been making myself small enough not to be in the way. Is it possible through contact receivers to do this, and if not is there another way?
I have a problem with testing my contacts in Unity and nothing on google apparently has information on this issue so I've come back here to ask;
My receivers and animations work fine ingame, but on Unity's side when testing with a Sphere that has a Sender with the proper values (finger, hand, etc) in it, it simply does not trigger the animation to play that's supposed to, even if the parameter itself changes from 0 to 1 in the inspector of the receiver object.
I've tried with blank animator controller and also using the FX animator in the controller field, neither works.
This makes testing receivers extremely hard since every time I make a slight change or something doesn't seem to work I have to tweak it, build the whole avatar, go ingame and try to find someone to press my buttons just to try them out. Obviously entering the game in desktop mode while working with unity, so I have no hands with which to try it.
I've had this issue ever since the avatar dynamics update, could never get the sender test sphere to work in my avatar project.
Does anyone have any way to fix this or any insights on what might cause this? If you need additional information I'll gladly provide it.
Unity version 2019.4.31f1 with SDK ver 3.2.1.
Time to do this soon, gonna make were I can make tail wags from head pats
Thanks for uploading this - I've been trying to do something similar to this, except instead of it being a high-five I plan to have a giant BONK sound or something play whernever I slam a Splatoon roller against someone's head or body. x3
hey sip, is it possible to make an actual button with contacts? like have a button push in when touched and then have the button go to the default state when not being touched? like how buttons work on a buzz lightyear toy?
Heya, I used this tutorial to make a Half Life crowbar that makes the "Clang" noise whenever it hits an avatar, however I want it to be able to overlap itself, so I can hit it as fast as I want without having the sound cut off whenever I stop, and I can't quite figure out how to do that.
I always love your tutorials! I have a questions this time. What is the benefit of duplicating your avatar to make the animation? I haven't been doing that, but it doesn't seem to have created any problems for me.
It's to prevent your avatar from getting stuck in the "Bicycle Pose" that happens when recording animations. Alternatively, you can enter play mode and animate directly on the base instead of making a duplicate, then exiting play mode when you're done animating. I explain the duplicate method in my videos cause i find it easier for beginners to understand.
@@SippsAvatarBox Great thanks! My avatar has an "Idle" animation so I use that to switch back to the typical relaxed T-pose. Just playing around with it now, my avatar would automatically go back to the relaxed T-pose after turning on and off play mode. Thanks again for the great videos!
Perfect tutorial as usual! Now I need to figure out how to do all of that with a gun and constraints oof
Thank for the tutorial, that let me quick learn how it work.
And i use it to bonk everyone uwu
I have an issue with the On Enter receiver type. It doesn't set the parameter to 1 when the contact receiver is activated. Any suggestions?
For anybody having issues with the capsule not giving you a height setting, this is a bug.
Go to the settings of your inspector tab and turn on debug mode to have it appear.
so idk if you have ever encountered one of the musketeer safe house avatars but they have it to where you could pull the night vision goggles down and up. i was wanting to know how to do this because i am making an avatar with nvgs on it.
Can you reupload the star particle effect since its taken down now
okay i followed everything but when i went to try it out in Vr i here the sound effect but no particles
Bruhhh I was looking for exactly this tutorial yesterday but couldn't find any why didn't you release yesterday 😭
hey im not able to download the star prefab thing can i get a new download link
what do i do if i want an thing to rotate im very confussed couldnt find any tutorials
How do you set the clap animation a toggle?
will you be making a tutorial for pushable buttons at some point? cause i wanna use something like that for a keypad and control panel.
could you ever so possible do a tutorial on avatar world object? like when you do a toggle on an avatar a world object spawns.
How would I put this on a prop?
for some reason i cant see the outline of my reciever, does anyone know how to fix that
im eager for this. I am too lazy to find a way to make it quest compatible but one day... one day.
comment for algorithm better than the other tutorials.
It only work when I recive, but what about when I want to give?
could you possibly show how to make something like this but where the contact of a person stepping on the ground activates a audio sound or an animation cause I have no idea on how to do that.
the link to the star prefab no longer works im afraid, is there any other particle that is useable?
I can't seem to figure out how to make it so when someone presses the contact receivers the change is permanent and doesn't go away when me or someone pulls their finger away, can anyone help me out? It uses and avatars blendshapes btw
Is there away to make avatar fly and increase speed?
Could you make a tutorial on proximity switches I've been trying so hard to make one but keep failing
Mine Keep looping even no one is touching my arm?
Can I ask what's the point of duplicating the avatar?
Is it possible to add a pool of animations to these? Like say I want it to play an animation at random every time someone boops my nose?
My contact receiver won’t turn on, I have the filtering allow others turned on but it won’t activate when someone touches it. What do I do?
How can you make prop pickups like that chip girl in avatar dynamic world. I want to be able to drop things on people and it stay attached
I know I'm a little late to the party but is there a quick way to make this work for both hands? I tried to mirror what you did for the right hand, but the left hand doesn't want to react for some reason....
Is there a way to get it to detect literally anything when it is touched? I have an idea for an avatar where he produces so much heat that steam/smoke will emit from the point of contact when ever he touches something
is their a way to toggle the slap on or off as in when toggled off, when you hist someone head it doesnt do the efcct, and while toggled on it does ???
how do you make it so Both hands can clap? i tried duplicating the contact to the other hand and it doesnt work.
what if you dont have vrc contact sender or reciever as a thing, how would you make a contact, because mine apparently doesnt have those scripts
When my avatar loads in, all the sound and light effects play once. Do you know what I did wrong to cause this?
can this be test first in unity before upload?
nice i used this to make a axe that spews blood
Is there a way i could use this to change between different color versions of my avatar?
Download brokey. Wanted to check if the "off" animation needs to toggle anything off, since with alot of 3.0 stuff, it'll automatically revert on it's own without needing it anymore.
How do you enter on that program thingy to animate?
is there a reason why I cant see the receiver in the scene?
BASED SIPPBOX
BASED SIPPBOX
so ive followed this tutorial perfect what i am trying to do is, ive got an arcade machine on my back and ive added contacts to each button and when they come in contact with senders they do not work ive added everything. btw can you update your discord link
Appreciated ^_^
soo when it came to doing a boop for a contact receiver it works in unity when I test it but don't work in VRC its set up but just saying naah XD is it just a avatar thing or something else
how do I add sound to it?
Does the clap effect work on quest?
You dont need to make a secondary avatar anymore?
Can this clap effect be done for quest avatars?
So what do I do with the duplicate avatar after?
Can we do toggle button by using contact?
will it work for quest
does it work with write defaults off ?
Yay it's Karin!
If I were to want the expression in my avatar to change when clapping/headpat, what should i do?
if you want to add a facial expression to the clap thing, just add the blendshapes into the clap animation.
If you want to make a headpat contact, put a contact receiver on the head with the Hand tag, set it to constant, set a parameter name. Then in your animator set up a facial expression toggle like you normally would, but use the parameter you set in the contact.
@@SippsAvatarBox thank you!!
can i use the clap effect the same way for someone hitting my head? lol
yep lol
You can
You'd just have to put a contact receiver onto your head instead and place the prefab onto the head
I need a pip oh I. Vrchat exactly like that.
I did not put this on my avatar's hand
i tried to change the sound of the clap and i broke it
i fixed it. turns out you want the audio file toggled on but the entire sound object toggled off before upload. the new sound file works also
Lightsaber duuueeels!!!!!!
i cannot seem to find the star particles, the link posted doesent work
ths was helpful
I didnt understand this at all