body/: textures used by the “body” material slot.Textures/: the actual textures used by the animations (shared between the materials).Menus/: contains the various expression menus.details/: contains the Quest materials for the “details” material slot.body/: contains the Quest materials for the “body” material slot.Materials Quest/: contains the animations for the Quest materials.details/: contains the PC materials for the “details” material slot.body/: contains the PC materials for the “body” material slot.Materials PC/: contains the animations for the PC materials.Animations/: for expression and customization animations, not for material animations.For example, on my avatar (which has two material slots) I have this directory structure: I like to call them “Materials PC” and “Materials Quest.” If you have multiple material slots or meshes, it’s helpful to add an additional layer of subdirectories to keep those straight as well. Next, I highly recommend creating two subdirectories in your project to store your material setups (namely the materials themselves, the animator controllers, and animations). (It also gives you a lot of quality-of-life improvements for setting up blend shapes, expression gestures, and much, much more.) This is a set of VRChat-related Unity scripts which make it much easier to keep your avatar setup modular, and makes your life infinitely easier when it comes to setting up the animator controller, and especially making it cross-platform. The very first thing to do is install VRCFury. You can call this whatever you want, but you must make sure that you call it the same thing everywhere! Initial setup The only name that absolutely must match everywhere is the expression parameter, which I call MaterialChoice. You might also notice occasional mismatches between the names given in the text and the names in the screenshot, which is due to some of these images coming from my critter-specific documentation. A note on namingįor most of the things in this writeup, the name doesn’t actually matter. Material changes, being non-transform animations, live on the “FX” layer. VRChat provides some limited documentation on setting up the animator controller, particularly their system of playable layers. Menus to initiate the animation triggers. An animator controller that can trigger these animations based on parameters.Animations that apply the material change.One or more materials to apply to the avatar.Setting up material changes requires the following parts to work together:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |