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☀️ 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.

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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.

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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.

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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.

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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

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✨ 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

✨ FaceTra Shape Creator V0.4

  • Change mesh calibration to support meshes that have a non-zero origin (offset).

    • Mesh calibration is now done by converting vertices to avatar space through the 0th bindpose, which is generally the hip bone.
    • ⚠️⚡ This means if the user shifts the hip up or down, this could cause existing FaceTra rigs to cease functioning as expected.
      • Contact me on Discord if this happens to you.
    • For this reason there is now a "Override Bone Zero" option in mesh calibration to recalibrate the existing FaceTra data if necessary.
    • Existing mesh calibration options have been grayed out.
  • Make vertex selection more aggressive.

    • Vertex selection will now add neighbours of vertices that have the exact same position.
    • This is intended to correct for teeth/tongue selection issues some users were having.
    • ⚠️⚡ Since the selection is more aggressive, this might expand the existing selections.
      • Contact me on Discord if this happens to you.
  • Add FTWireMeshDebugger component for support requests.

🔍 View changelog

🗒️ Open documentation

⚙️ ComboGestureExpressions 3.1.5102

Fixes

Deselect old clip before opening clip in Visual Expressions Editor:

  • Try to fix an issue where Visual Expressions Editor will focus the wrong clip if the Project view already has another clip selected.

🔍 View changelog

☀️ Assign UV Tile (Prefabulous V1.7)

New component: Assign UV Tile

A new component, Assign UV Tile, has been added to Prefabulous Avatar.

If you use Poiyomi Toon shader, this new component can be used in tandem with Poiyomi Toon "Special FX > UV Tile Discard" to toggle portions of a model on and off at runtime.

🗒️ Open documentation

Update Delete Polygons

Delete Polygons now has an option to keep the polygons that are still connected to the mesh.

On blendshapes that shrink the body, this preserves the end caps, so the blendshape still has an effect on the mesh.

This might help with some avatar models.

🔍 View changelog

☀️ Generate Blendshapes for Face Tracking Extensions (Prefabulous V1.5)

V1.5

New component: HaiXT Generate Blendshapes for Face Tracking Extensions

A new component, HaiXT Generate Blendshapes for Face Tracking Extensions, has been added to Prefabulous Avatar.

If you have an avatar that already supports face tracking, a new component in Prefabulous Avatar V1.5 can generate non-standard face tracking blendshapes.

When your eyes are closed, the shape of your eyes will change when you're smiling.

🗒️ Open documentation

Other

I've also tried to fix compatibility issues with Unity 2019.

🔍 View changelog

V1.4

Update Recalculate Normals

Recalculate Normals has an option to Erase Custom Split Normals data on some blendshapes, which might improve blendshapes that flatten the chest.

Do NOT try this option unless defects are visible.

🗒️ Open documentation

Update Change Avatar Scale

Change Avatar Scale now uses the Avatar Descriptor view position as the source size:

  • ChangeAvatarScale reads the Avatar Descriptor view position Y coordinate and uses it as the source size.
  • This is now the default behaviour.
  • Old behaviour can be restored by checking "Custom Source Size".

🗒️ Open documentation

🔍 View changelog