Reference manual
ComboGestureExpressions is a Unity Editor tool that lets you attach face expressions to hand gestures, and make it react to other Avatars 3.0's features, including Contacts, PhysBones and OSC.
This tool requires
It is bundled with Visual Expressions Editor, an animation editor that lets you create face expressions with the help of previews.
With ComboGestureExpressions:
- PhysBones, Contacts and OSC can be used to blend in face expressions.
- The pressure on your controller triggers can be used to animate your face.
- Attach multiple expressions on a single gesture by switching between different moods using the Expressions Menu.
- Eyes will no longer blink whenever the avatar has a face expression with eyes closed.
- Puppets and blend trees are integrated into the tool.
- Animations triggered by squeezing the controller trigger will look smooth to outside observers.
(Most illustrations in this documentation use Saneko avatar (さねこ) by ひゅうがなつ)
Download
The tool is free to download using ALCOM.
ALCOM
- Use this link to install our listing to ALCOM.
- Add Haï ~ ComboGestureExpressions to your project using ALCOM.
Installation for V1 users
The components used in ComboGestureExpressions V1, V2, and V3 are the same. You will not lose your work.
To install ComboGestureExpressions V2 or V3, ComboGestureExpressions V1 must be removed by hand first if it is installed.
- Delete the
Assets/Hai/ComboGesturefolder. - Delete the
Assets/Hai/ExpressionsEditorfolder.
You can now install ComboGestureExpressions.
Remove the preview dummy in the scene, they are no longer needed.
What's new in V2?
Find out what's new in V2.
Having issues? Join my Discord Server
I will try to provide help on the #combogesture-vrc channel when I can.
Join the Invitational Discord (https://discord.gg/58fWAUTYF8).
Set up the prefab and open the CGE Editor
Add the prefab to the scene located in Project View > Packages/ folder > "Haï ~ ComboGestureExpressions" package -> ComboGestureExpressions.prefab. Right-click on the newly inserted prefab and click Unpack prefab completely.
Select the Default object which contains a Combo Gesture Activity component, then click the Open editor button in the Inspector to open the CGE Editor.
If you are using ComboGestureExpressions V2, the prefab is in Assets/Hai/ComboGesture/ComboGestureExpressions.prefab.
If you are using ComboGestureExpressions V3, the prefab is now part of the Packages/ folder instead of Assets/:
- Project View >
Packages/folder > "Haï ~ ComboGestureExpressions" package ->ComboGestureExpressions.prefab
Visualize your animation files and preview using AnimationViewer
Select your avatar which contains your Animator.
In the Animator component, click the vertical dots on the right ⋮ and click Haï AnimationViewer. You can now see previews of your animations inside your Project view. Move your scene camera to better see your avatar.
This can cost a little bit of performance, so click the Activate Viewer button to toggle it on and off.
For more information, see AnimationViewer manual
Create a new set of face expressions
To assign animations with hand gestures, Drag and drop animation clips from your Project view to the slots in CGE Editor.
To make the CGE Editor display the previews, drag and drop your avatar to the Preview setup field at the top.Fill the first row completely. The first row contains the animations that play when one hand is doing a gesture, but the other hand is doing a gesture that doesn't exist (i.e. the 🤙 sign).
Then, you can click the Auto-set button in the diagonal. The diagonal contains the animations that play when both hands are doing the same hand gesture. Feel free to choose another animation.
The empty slots in-between will be filled later in this manual, by using a tool to combine animations.
Gesture names for reference (VRChat documentation):
- No gesture / None: 🤙 (Neutral in VRChat docs)
- Fist: ✊
- Open: ✋ (HandOpen in VRChat docs)
- Point: ☝️ (FingerPoint in VRChat docs)
- Victory: ✌️
- RockNRoll: 🤘
- Gun: 🎯👈 (HandGun in VRChat docs)
- ThumbsUp: 👍
- ...on both hands / x2: 🙌
Edit or create animations with Visual Expressions Editor
If you need to create a new face expression animation, click the Create button, or click the Visual Expressions Editor button on the top right.
Another way to open this editor is to go in the Animator component, then click the vertical dots on the right ⋮ and click Haï VisualExpressionsEditor. Move your scene camera to better see your avatar.
For more information, head over to the Visual Expressions Editor documentation.
Combining hands
When your left hand and right hand are not making the same gesture, the animation in the corresponding slot will play.
You can choose your own animation, or use a tool to combine the corresponding animations from the left and right hand by clicking the + Combine button.
When combining, you will see a preview of the two animations mixed together. It is very common for the mixed animation to be conflicting, especially when two animations animate the eyes or the mouth in a different way.
Click the buttons on either side to turn some properties on and off, until you find a face expression that makes sense for that combination of gesture. When satisfied with the result, click Save and assign in the middle.
You can choose to rename the animation using the field above the button.
It is highly recommended to fill out all slots.
Do not blink when eyes are closed
Go to Prevent eyes blinking tab. By selecting which animations have both eyes closed, the blinking animation will be disabled as long as that face expression is active.
It is not recommended selecting animations with only one eye closed such as winking, as this will also cause the avatar to stop eye contact.
In your animations, you should not animate the Blink blendshape which is used by the Avatars 3.0 descriptor. If you do, your eyelids will not smoothly animate, and they will not animate on analog Fist gestures.
On many avatar bases, the left eyelid and right eyelid can be animated independently. I would suggest you to animate those two blendshapes instead.
Apply to the avatar
Select the Avatar Descriptor
Select the ComboGestureExpressions object of the prefab which contains a Combo Gesture Compiler component. In the inspector:
- Drag and drop your avatar in the
Avatar descriptorslot. The avatar will not be modified, this is only required to read the default animation values of the avatar, and also read the blink blendshapes in the Avatar Descriptor.
Select the animator controller
The instructions will be different if you already use VRCFury, Modular Avatar, or neither of them.
Choose the one that fits you: