Creating Toggle Animation
Setup
To begin it is recommended to have your FX Animator
in your avatar’s Animator
.
Open your FX Animator
Click on your avatar, you should see a VRC Avatar Descriptor
component somewhere in the Inspector
. Then find your FX Animator
by searching in VRC Avatar Descriptor > Playable Layers > FX
. You can double-click to open it, or single-click to highlight it in your Project
window.
Set the Animator Controller
By default your avatar should have an Animator
component, but sometimes the Controller
is set to another Animator Controller
than your FX Animator
.
Set the Controller
in the Animator
component on your avatar to the avatar’s FX Animator
.
Open the Animation Window
If you don’t see the Animation
window yet, open it.
In the top bar go to Window > Animation > Animation
to open a new Animation
window. (you can also press the shortcut Ctrl + 6
)
Creating a new animation
Select your avatar
If you did the steps above, you should see the Animation
window change, and maybe there will be an animation selected by default.
Create a new animation
Click on the highlighted drop-down, a new list should pop up with all the animations on your avatar. Then click Create New Clip...
button on the bottom of the list.
Tip
If you don’t see the Create New Clip...
button on the bottom of the list, it’s probably because there are too many animations, and you need to scroll down. Fastest way I found to do this is by putting your mouse cursor at the first animation, then pressing arrow-up
up your keyboard.
Saving the animation
Once you press the Create New Clip...
button a new window will pop up asking where to save it. You can save it anywhere in your project’s Assets
folder, but I suggest using an Animations
folder inside your Assets
folder.
Caution
Don’t create a new folder inside this window and then save an animation inside it. This will most likely break your entire unity project.
Creating keyframes
Keyframes
are thing that says what an Animation
does. For example, turning a GameObject
on and off, changing the Hue Shift of a material, etc. They can be used to animate basically anything on your avatar.
To create a new keyframe
click on the object you want to toggle, then press the record
button. This will now automatically create keyframes
for everything you toggle or change on an avatar, so be careful to not accidentally touch anything you don’t want to change.
Now enable and/or disable your GameObject
to create a new keyframe
. You can always change the value of the keyframe
by clicking the checkbox next to the name. Or remove a keyframe
by right-clicking on the name, and then Remove Property
.
Create the inverse
Now that you have an On
or Off
Animation
, create an inverse of what you just did. So if you made an On
animation, now create an Off
animation, and vise versa.
To do this follow the steps from Create a new animation down.
Creating the toggle
To create the toggle, check out the Toggles page.