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✨ FaceTra Shape Creator V0.7

Major feature: Add Tailoring

  • Tailoring allows you to transfer a FaceTra file made for one avatar base, to a completely different avatar base.
  • For example: Transfer from Karin to Lime, or transfer from Kikyo to Moe.
  • Tailoring works by transferring deformations relative to the Construction Lines of the original avatar base, to the Construction Lines of your new avatar base.
    • The difference in size of the Construction Lines is taken into account. For example, when the width of the mouth differs greatly between the two avatar bases, the deformations will be scaled accordingly.
  • When using Tailoring, you only need to specify the Construction Lines of your new avatar base, and the blendshapes of your new avatar base.
  • This feature is experimental.

🗒️ Open documentation

Fix: Add workaround for small meshes

  • Some meshes exported from Blender have an incorrect scale of 0.01 or similar.
  • This triggers an internal conflict with Unity.
  • Due to the nature of purchased avatars and reimporting models with different scale or coordinate system, it is preferable not ask the user to fix the export themselves.
  • To fix this, if the Workaround for small meshes is enabled in Data Calibration, then:
    • We create a blendshape with a maximum weight of 10000 instead of the usual 100 (a hundred times larger).
    • The components (vertex, normal, tangent) are a hundred times larger.
    • This hundred times factor prevent the vertices from being discarded.
    • Since the controlling animators only animate blendshapes to the value of 100 (and even then, in the case of VRChat, it clamps to 100), the blendshapes are effectively at the expected weight at 100.

Other fixes

  • Unassigning the Face Mesh is now done by pressing a "×" button, so that the face tracking mesh is safely removed from the mesh.
  • The user is warned if the model was imported with no normals or tangents, as this is not supported.

🔍 View changelog

⚙️ Prefabulous Avatar V1.10.2

This is a technical update for Prefabulous Avatar:

  • This version now requires Modular Avatar V1.9.9 minimum.
  • Modular Avatar V1.9.9 requires NDMF V1.4.0 minimum.
  • Integrate Import Expression Parameters with Modular Avatar Information.
    • The number of synced bits used by Import Parameters is now shown in the Modular Avatar Information panel.

2024-03-27-p1-Unity_yH0bzcLRVK.png

✨ Lightbox Viewer V2.1.0

Re-bake lighting of Lightbox scene in Unity 2022:

  • The current lightmap seems to misbehave in Unity 2022, especially the White box.
  • Lighting has been re-baked in Unity 2022.
  • The package is now classified as being a Unity 2022.3 package.

✨ Double Hip Tracker V1.2.0

This update provides no changes on the trackers themselves, only compatibility improvements.

  • Update OpenVR DLL to 2.5.1. This seems to improve a weird compatibility issue where trackers are not detected, which had affected a Pico 4 user.
  • Update ImGui versions, in an attempt to troubleshoot an user whose window seemed to be crashing on AMD GPU.
  • Add noUi and vrcOscPort config options:
    • A custom vrcOscPort can now be set in the JSON config.
    • The program can now start without an UI in the JSON config.
    • The JSON config can be created (user_config.json in the same folder as the .exe) by toggling the Double Chest Tracker checkbox ON and OFF.
{
"useHip": true,
"useChest": false,
"chestSerialA": "",
"chestSerialB": "",
"chestPrioritize": false,
"noUi": false,
"vrcOscPort": -1
}

✨ Vixen V1.1.0

Custom opposite values in Properties

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.

  • In this new mode called "C" for "Custom", the value in the scene objects are ignored.
    • The scene objects remain unchanged, the opposite value is not baked.
    • This means that if the user has safety settings set to keep animations OFF, Vixen Control has no effect on the appearance of your avatar: the scene remains the source of truth.
    • When multiple objects are used (i.e. selecting multiple objects, or recursive selection), the value in the Scene may be different for each object (i.e. different outline width for each object).
      • They will effectively be overriden by the opposite value.
  • The previous mode called "S" for "Scene" remains the default:
    • When multiple objects are used (i.e. selecting multiple objects, or recursive selection), the value in the Scene may be different for each object (i.e. different outline width for each object).
      • Contrary to "C" mode, Vixen will animate all of these values independently from the value of each respective object to the scene value.
      • This is already the default behaviour in past versions.

Other

  • When baking, all Vixen Control components are now deleted so that further bakes will not repeat those operations.
  • Vixen now provides the synced parameters to NDMF, which is shown in the Modular Avatar Information panel.
  • Now requires Modular Avatar 1.9.9 minimum.
  • Now requires NDMF 1.4.0 minimum.

Fixes

  • Attempt to fix incorrect behaviour of Item slot, Flags, and Ejects in some complex scenarios:
    • When an item slot exits, delay everything by 1 frame so that the animator has time to acknowledge a change in its parameters caused by switching OFF other controls.
    • Remove the default state transition-to-entering shortcut because that transition incorrectly conflates Switch ON and Active.
    • Remove the unconditional transition to the default state because that transition incorrectly conflates Switch ON and Active.
    • All item slots now generate a None state, even slots with default, as slots with default may need to remain inactive.
    • The None slot is now responsible for switching on the default slot, which may or may not result in the default slot becoming active.
  • Controls of type OSC should now be created properly. They were previously created with an generated parameter name instead of the specified one.
  • The "Fix invalid references" buttons now use the correct path, instead of incorrectly interpreting the path as being a parameter name.

⚙️ Prefabulous Avatar V1.10.2-beta.2

Circumvent a possible bug in VCC by removing NDMF 1.4 from vpmDependencies:

  • VCC fails to update Prefabulous, with an error message.
  • This might be caused by there being a 3-package deep chain dependency, although this is not confirmed.
  • To alleviate this, remove the dependency to NDMF 1.4 from vpmDependencies.
  • NDMF 1.4 is still implied by the use of Modular Avatar 1.9.9 minimum.

⚙️ Prefabulous Avatar V1.10.2-beta.1

This is a technical update for Prefabulous Avatar:

  • This version now requires Modular Avatar V1.9.9 minimum.
  • This version now requires NDMF V1.4.0 minimum.
  • Integrate Import Expression Parameters with Modular Avatar Information.
    • The number of synced bits used by Import Parameters is now shown in the Modular Avatar Information panel.

2024-03-27-p1-Unity_yH0bzcLRVK.png

☀️ Replace Textures, Convert Blendshape Conventions, Mass Blendshape Sync (Prefabulous V1.10)

Three new components have been added to Prefabulous Avatar.

New component: Replace Textures

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.

Unity_lJ03XfMYPW.png

New component: Convert Blendshape Conventions

This component lets you convert blendshapes from one naming convention to another naming convention, such as converting Unified Expressions blendshapes to ARKit blendshapes.

Unity_Kwht5QWD83.png

New component: Mass Blendshape Sync

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.

Unity_kmeSxcDqt8.png

Other

  • All Prefabulous components will now be removed after baking, so that uploading a baked avatar will not bake them twice.
  • Blank Gesture Animator now generates one animator layer that VRChat requires, instead of zero layers.
  • The dependency to "Animator As Code - NDMF Processor (Alpha)" has been removed.
  • Don't warn when using NDMF 1.4.x
  • Don't warn when using Modular Avatar 1.9.x

🔍 View changelog

✨ Prefabulous Avatar V1.9

Update Assign UV Tile

Assign UV Tile can now assign the entire mesh to an UV Tile.

Do this by switching the mode from BlendShapes to Entire Mesh.

2024-01-18-p2-Unity_OLXaqgjeBM.png

tip

"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.

🔍 View changelog

🗒️ Open documentation

⚙️ FaceTra Shape Creator V0.5.1

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.

🔍 View changelog

🗒️ Open documentation

✨ Vixen V1.0

This is a significant update.

Controls can now affect other controls using Item slots, Flags, and Ejects.

  • They can switch other menus ON or OFF.
  • They can make other controls active or inactive, without switching that menu ON or OFF.

Although the version number is now V1 instead of V0, this is not a breaking change (I don't want the major version to be zero any longer). Existing components are the same, and you will not lose your work.

🔍 View changelog

🗒️ Open documentation

2024-01-12-p0-Fm4J7w3YFD.png

✨ FaceTra Shape Creator V0.5

  • Add option for a less greedy vertex selection:

    • On some models, the tongue may share vertices with the rest of the face.
    • Add an option on each vertex selection section to switch to a less greedy vertex selection.
  • The documentation has been moved from Notion to this location, with additional illustrations.

🔍 View changelog

🗒️ Open documentation