⚙️ ComboGestureExpressions V3.2.0
- Allow installation with VRChat Avatars SDK 3.6.x
- Remove the Beta label.
- Attempt to fix "The script class couldn't be found" when adding curve keys.
- Fix Eye Tracking toggle now uses Write Defaults setting.
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.
A new knowledge sharing article has been published, "Animating locomotion using OSC Trackers".
Hello,
This is an advance notice regarding a future change for Prefabulous Avatar.
In a future update, Prefabulous will be split into two packages:
The aim of this split is to allow the development of Prefabulous Universal components in a way that benefits avatar frameworks of other social VR platforms, apps, and non-social VR apps (for instance, any VRM-compatible app).
Most Prefabulous for VRChat components will depend on VRChat-specific animators and animation quirks, or component structures pertaining specifically to VRChat that would be uncommon in other social VR apps.
For most VRChat users, this change should be invisible if you use VCC. If you are a developer who internally references classes or entities within Prefabulous, some changes are expected as described below.
If you have any questions, please ask me about it on the Discord server.
Thank you for your understanding.
This describes a future update, this has not yet been released at this time of writing.
For most VRChat users, this change should be invisible.
However, if you're installing Prefabulous without VCC, you will need to:
If you're a developer who might be concerned by such changes, you're invited to let me know about it on the Discord server.
Fix Replace Textures should no longer ignore disabled objects.
This is a technical update for Prefabulous Avatar:
Re-bake lighting of Lightbox scene in Unity 2022:
This update provides no changes on the trackers themselves, only compatibility improvements.
{
"useHip": true,
"useChest": false,
"chestSerialA": "",
"chestSerialB": "",
"chestPrioritize": false,
"noUi": false,
"vrcOscPort": -1
}
Until this update, properties were using the value in the Scene as the "opposite" value. This means you only need to specify the new value of the property, and Vixen would animate between your value and the scene value.
Properties can now use a Custom value of your choice as the "opposite" value.
Circumvent a possible bug in VCC by removing NDMF 1.4 from vpmDependencies:
This is a technical update for Prefabulous Avatar:
Three new components have been added to Prefabulous Avatar.
This component lets you upload multiple versions of your avatar but with different textures, without needing to duplicate the materials.
It also displays which materials use which textures, although you could also be using lilAvatarUtils for this.
This component lets you convert blendshapes from one naming convention to another naming convention, such as converting Unified Expressions blendshapes to ARKit blendshapes.
This component will synchronize all blendshapes that two meshes share in common.
This is ideally used with renderers that have a massive quantity of blendshapes that need to be synced, such as face tracking.
A new knowledge sharing devlog has been published, "Multi-Toe Tracking".
In the Multi-Toe Tracking research page, you can read about my attempts to build a toe tracking device that supports multiple toes.