Ever wanted to have a sword on your hip that you can grab without a toggle? Here i'll show you how! Other VRC Tutorials: • VRChat Tutorials I often stream here: / airpaca
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 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.
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?
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!
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?
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 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?
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?
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?
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 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: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XqtSg6_W07Y.html You can just do a normal toggle and basically ignore the fact that there is a constraint on it
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?
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
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 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?
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..
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
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
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
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
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 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
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
@@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