🧪 Knowledge sharing "Animating locomotion using OSC Trackers"
A new knowledge sharing article has been published, "Animating locomotion using OSC Trackers".
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.
Update dependencies to allow installing Convert ComboGesture to FaceEmo with FaceEmo 1.5
Update dependencies to allow installing Prefabulous Avatar with NDMF 1.3
Assign UV Tile can now assign the entire mesh to an UV Tile.
Do this by switching the mode from BlendShapes to Entire Mesh.

"Entire Mesh" should be used alongside an avatar optimization tool that will merge existing meshes, such as d4rkpl4y3r's d4rkAvatarOptimizer or anatawa12's AvatarOptimizer.
Prefabulous Avatar does not provide any mesh optimization components that rectifies animation paths at this time.
Recalculate Normals should now properly work on avatars that were not posed like the model, or had a different orientation than the model.
The tool now supports the reuse of existing face tracking blendshapes to build new shapes.
There may have been an issue preventing the tool from being usable on avatars that have a position offset (when the avatar root is not at the origin in the FBX).
The main visible effect was that dividers would not function properly.
This patch attempts to fix that issue.
Try to fix accidental incompatibility with Unity 2019.
This update is not necessary if you are on Unity 2022.