⚙️ Property Finder V2.0.4
- Prevents the editor from hanging up when the user mistakenly pastes a page long of unrelated content in the search field.
- The search query is now limited to 100 characters max.
anim:<your search query> may be used in your search query to only show Animation Viewer results.A new knowledge sharing devlog has been published, "Nochat".
In the Nochat research page, you can read about my attempts to run VRChat prefabs with the Unity Editor in VR, without the VRChat SDK installed.
Versions 1.1.0 and 1.1.1 contain errors.
The above changes have been contributed by mekanyanko (めかにゃんこ) (first contribution).
I am releasing LetMeSee (LMS), a tool that lets you see your content in VR, with the Unity Editor in Edit Mode.
The Scene tab is used as the camera viewpoint. You can use this to fly through avatars and worlds.
This product is released for free.
Using LMS for worlds and level design.
Using LMS for avatars.
Hello,
In February 2022, I had released Animator As Code version 0 (V0).
During 2023, I had started to move towards Animator As Code to version 1 (V1), in order to do the following breaking changes:
My own projects, such as ComboGestureExpressions V3, Vixen, and Prefabulous for VRChat, already use Animator As Code V1.
The project has stalled for long enough, I think it's finally time to give it the last push for release.
One of the goals of Animator As Code V1 is to preserve the ability for V0 and V1 to be installed in the same project, as Animator As Code V0 is currently being used in the wild.
Therefore, installing Animator As Code V1 will not interfere with Animator As Code V0.
Even then, Animator As Code V0 and V1 are almost identical in syntax, so migrating from V0 and V1 should not be a challenge.
Animator As Code V1 will be entering a beta phase before release, which should ideally last a month.
Beta versions of Animator As Code V1 will only be available as pre-release packages, and they may contain breaking changes between two beta versions.
The objective of the Beta is to capture the last inconsistencies in the API, including naming conventions, method signatures, exposed functions and classes, public fields vs public properties, etc. It will also be to complete the documentation, both on this site, and inline documentation.
After Animator As Code V1 comes out of beta in 1.1.0, there should not be any more breaking changes.
AacFlState.Audio(AudioSource or string, ...) function,
which takes a lambda expression as a parameter.AacFlState.Driving(...) function, which takes a lambda expression as a parameter.Fix Assign UV Tile "Entire Mesh" no longer fails to process meshes that were set to EditorOnly.
Hide all Prefabulous icons from the scene in Unity 2022 or above.
This update tries to improve Lightbox Viewer speed in Edit mode, especially in avatar setups where there may be a lot of non-destructive components which have code that runs when that component is destroyed.
There are no speed improvements in Play mode.
I have published Chillaxins, an experimental package for ChilloutVR users.
Chillaxins is a Unity Editor package that lets you use non-destructive tools on ChilloutVR avatars, and Warudo character mods.
Using this, you can use some of my products in ChilloutVR, like ⭐ Starmesh, ⭐ FaceTra Shape Creator, and Prefabulous Universal.
I am releasing Prefabulous V2. This update makes it so Prefabulous components can be used in other social VR platforms, apps, and VTubing apps. VRChat is no longer required.
Users who use the VCC/ALCOM package manager will not need to take special actions to update to V2. If you don't use VCC/ALCOM, see below.
Prefabulous has been split into two packages, and I am introducing a new package:
If you don't use VCC, you will need to follow special upgrade instructions from V1 to V2:
A new component, Add ARKit to BlendShapeAvatar, has been added to Prefabulous for VRM.
This component automatically links all blendshapes found in your meshes as ARKit-named BlendShapeClips for use by VRM apps.
Prefabulous is not meant to have any public API, but there has been changes that could affect other plugins.
In essence:
Prefabulous.Universal.Common.Runtime| Component class | NDMF Plugin |
|---|---|
| PrefabulousAssignUVTile | dev.hai-vr.prefabulous.universal.AssignUVTile |
| PrefabulousConvertBlendshapeConventions | dev.hai-vr.prefabulous.universal.ConvertBlendshapeConventions |
| PrefabulousDeletePolygons | dev.hai-vr.prefabulous.universal.DeletePolygons |
| PrefabulousEditAllMeshAnchorOverride | dev.hai-vr.prefabulous.universal.EditAllMeshAnchorOverride |
| PrefabulousEditAllMeshBounds | dev.hai-vr.prefabulous.universal.EditAllMeshBounds |
| PrefabulousGenerateBlendshapesFTE | dev.hai-vr.prefabulous.universal.GenerateBlendshapesFTE |
| PrefabulousGenerateTwistBones | dev.hai-vr.prefabulous.universal.GenerateTwistBones |
| PrefabulousRecalculateNormals | dev.hai-vr.prefabulous.universal.RecalculateNormals |
| PrefabulousReplaceTextures | dev.hai-vr.prefabulous.universal.ReplaceTextures |
| PrefabulousChangeAvatarScale | - |
Prefabulous.VRC.Runtime| Component class | NDMF Plugin |
|---|---|
| PrefabulousAccurateEyeTracking | dev.hai-vr.prefabulous.vrc.AccurateEyeTracking |
| PrefabulousBlankExpressions | dev.hai-vr.prefabulous.vrc.BlankExpressions |
| PrefabulousBlankFXAnimator | dev.hai-vr.prefabulous.vrc.ReplaceAnimators |
| PrefabulousBlankGestureAnimator | dev.hai-vr.prefabulous.vrc.ReplaceAnimators |
| PrefabulousReplaceActionAnimator | dev.hai-vr.prefabulous.vrc.ReplaceAnimators |
| PrefabulousReplaceLocomotionAnimator | dev.hai-vr.prefabulous.vrc.ReplaceAnimators |
| PrefabulousFaceTrackingExtensions | dev.hai-vr.prefabulous.vrc.FaceTrackingExtensions |
| PrefabulousImportExpressionParameters | dev.hai-vr.prefabulous.vrc.ImportExpressionParameters |
| PrefabulousLockLocomotionMenuItem | dev.hai-vr.prefabulous.vrc.LockLocomotionMenuItem |
| PrefabulousMassBlendshapeSync | dev.hai-vr.prefabulous.vrc.MassBlendshapeSync |
| (Universal) PrefabulousChangeAvatarScale | dev.hai-vr.prefabulous.vrc.ChangeAvatarScaleForVRChat |
Prefabulous.VRM.Runtime| Component class | NDMF Plugin |
|---|---|
| PrefabulousAddARKitToBlendShapeAvatar | dev.hai-vr.prefabulous.vrm.AddARKitToBlendShapeAvatar |
You can now add arbitrary blendshape properties on a SkinnedMeshRenderer, even if they don't exist in Edit mode.
This feature was added to support the upcoming release of Starmesh.
Fix Prefabulous was not able to compile because it was using a deprecated define VRC_SDK_VRCSDK3 that was missing on some users' projects.
I am releasing "Denormalized Avatar Exporter", a Unity Editor tool that lets you export avatars normally designed for use in VRChat into VTubing apps, without the disruptive pre-processing steps that would normally be needed:
You don't have to normalize your avatar bones, and you don't have to export your avatar to VRM and import that VRM back into Unity.
Normalization is done when the avatar is being exported, so that you can keep editing the original avatar model file or prefabs just like anyone would normally do for a VRChat avatar.
It will also permit the use of some non-destructive avatar tools initially created for VRChat that are based on NDMF (Non-Destructive Modular Framework).
A new component, Generate Twist Bones (Alpha), has been added to Prefabulous.
This component will generate twist bones, which improves the look of the elbow joint by twisting the part of the lower arm that is closer to the elbow.
It creates new twist bones with constraints, and automatically repaints the bones weights of all meshes of the avatar which use that bone.
🚧🚧🚧 This component is currently in an alpha phase. 🚧🚧🚧
At the moment, it only fully supports meshes that are part of the base mesh armature.
The current version will not be able to generate twist bones for additional meshes used by VRCFury Armature Link, and may not be able to generate twist bones for additional meshes used by Modular Avatar Merge Armature.
Both are intended to be supported in the future, but it's significantly harder to do so. The component is still released in this state of development as it is beneficial for the bare skin of your avatar.
Thank you for your understanding.
This update does not include the Prefabulous Universal / Prefabulous for VRChat package split yet, as that particular update needs more regression testing to ensure the stability of existing projects.
Many avatars have blendshapes hidden inside the head to make the character blush.
However, when you squint, or when you puff your cheeks, these blush blendshapes will visibly clip through your face expressions.
To address this, Blush Modifier Selection is a new construction line, which can only be selected using blendshapes (it is not a traditional vertex selection). It can be left empty.
When blendshapes are added to the Blush Modifier Selection, the blendshape will be simulated to be active, so that they will be moved by the following shapes:
Unfortunately, this will not work with all avatar bases. The density of the blush mesh needs to be similar (or half as similar) to the face mesh itself. If it's a gigantic polygon, it will not work so well.
Functionality almost identical to Prefabulous Convert Blendshape Conventions has been added natively to FaceTra Shape Creator, in the Output section. This only affects blendshapes that FaceTra creates, and will not affect any other non-face tracking related blendshapes.