![]() ![]() All transitions must have an Interruption Source set to None: This is because if a transition from A to B interrupts into a transition from A to C, which then interrupts back to a transition from A to B, it will exhibit a behavior similar to Write Defaults ON.There are additional precautions that need to be taken for Write Defaults OFF to function properly, but it is outside of the scope of ComboGestureExpressions. This means I do not know what is the expected behavior of the animator if the base layer has a strange configuration of Write Defaults OFF. According to the VRChat documentation, the mask of the first layer of the FX Playable Layer will be replaced at runtime. Vrchat avatars with animations generator#If you don’t use the Avatar Mask generator in CGE, you may have to create it using a Debug inspector. Please note that the default Avatar Mask editor in Unity is not flexible enough to properly build an Avatar Mask that follows the above rules, as it does not have a facility to let you insert arbitrary transforms. If there are zero transforms that need to be allowed by the above rules, then the Avatar Mask must allow at least 1 transform (it can be a transform that does not exist), because an Avatar Mask that has 0 transforms is considered to be allowing all the transforms.Īll of the above are implemented in the Avatar mask generator provided in ComboGestureExpressions by clicking Add missing masks.Therefore the mask must allow these unusual transforms in order not to break existing prefabs. In the real world, there are prefabs that animate Transforms in the FX Playable Layer.This is because the Material swap will no longer animate if it not allowed in the mask. If a layer has animations that animates references such as Material swaps, then the Avatar Mask must allow that transform in the mask.However, that Avatar Mask needs to be crafted carefully: We need to create an Avatar Mask to add in the layers of the FX Playable Layer that match those two conditions. Also, if a layer in the FX Playable Layer only has states with Write Defaults ON, it should not interfere so it doesn’t need a mask. That layer has no Avatar Mask, or it has an Avatar Mask that does not deny all the transforms that are being animated.Īdditional notes about non-standard configurations: The above is true regardless of whether the Gesture Playable Layer uses Write Defaults OFF.If in the FX layer, there is at least 1 layer with 1 active state having Write Defaults OFF, and.Transform animations in the Gesture Playable Layer will not animate if there is at least 1 layer in the FX Playable Layer that match these two conditions: The other masks of the Gesture Playable Layer should allow only the Muscles and Transforms that are animated by the layer on which the mask is on. ![]()
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