masklayer

UAhh I'm gonna be sick ! OH

uhhhhhhhhh

Tom | 31 | 🦌🌐

<3 @clip <3

Β 


Β 

Tags I use sometimes:
Camera β€’ Photo β€’ Timelapse β€’ Video
VRChat β€’ Cybuck β€’ Clip
Life β€’ Art β€’ Making β€’ (?)
Creature

Β 


Β 

"mweeh.."

Β 


Β 
opinions my own & do not reflect those of my employer ;3


masklayer
@masklayer

What currently happens is all the gesture animations work, except for:

  • Those blendtrees which include motions that use armature position/rotation
  • Gesture animations that are motions that use armature position/rotation (tested this separately to TRY to rule out if using blendtrees at all was the problem, maybe it still is, I have no idea)

I literally spent like 5 hours last night trying to figure this out and I still have no idea


masklayer
@masklayer

[second pic for making post not huge] I don't think there's anything wrong with the blend trees in general also bc the combined animations work in the preview window


You must log in to comment.

in reply to @masklayer's post:

Since you are doing this through the FX layer, double check that the animations arent keying conflicting bones that prevent movement. Motion fields must have an on animation and an off animation, you can't use an empty to direct blend down to. Blend trees can be really buggy, make an extra animation layer with the same animation logic to ensure that its not something else causing a problem. I'm encountering a new blend tree problem myself where I have multiple blend trees and ive managed to make like half of them local only animations (aka I want to recommend the optimization and organization of blend trees but they genuinely so fucked)

I think computer is the stupid one
I'm probably just going to remake the animations with combined versions so I don't have to do blend trees, I was just doing that because I wanted to be lazy and not make a bunch of animations which are just the same as three other ones combined...