Corrective shape keys
chiizburker
The option to add corrective shape keys to vrc seems like a really low hanging fruit that could greatly increase the polish on models.
UI could be something as simple as:
[right elbow]:[insert shapekey here]
[left elbow]:[insert shapekey here]
. . .
. . .
Implementation:
(degrees elbow is bent with)°*(100/(max degrees elbow can bend)°) = incrementation of shapekey
I assume the implementation of this would be extremely simple, but in return greatly help creators interested in polished models.
Regards,
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happysmash27
I could use this for the blink visemes. With how my avatar's eyes are currently shaped, I have to either use a non-ideal blink shape key, or use a corrective shape key to make the blink shape it is supposed to do animate well without passing through the eye ball.
Franada
happysmash27: you can use the new physbone contact feature to drive a float.
L
Lathander
I really wish this.. but I have only one vote ;(
Franada
Lathander: Having high vertex count affect at all time not good for Realtime rendering
Shanie
You mean when I roll into a ball so I can cry on the floor, I can have a blendshape when my back bends a certain direction so my belly can compress properly?
Amazing, yes please.
Franada
Shanie: You can use an another bone that copy say half of the spine rotation. But that bone is place toward the butt pushing the mesh forward. No more bulge in the back and huge crease in the belly.
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Franada
I would use this feature for character that don't have human eyes. So you could have LeftEye/RightEye with not weight paint. But as the bone rotate 19 degree on the x/y axe. The set blenshape would be trigger from 0 to 100 according of of the eye bone rotation.
this component could do this job
But yes, shoulder can have weird pitch when you rotate them. That's why they use system like this to prevent those issue in game/movie
Airbee
Franada: Just found the Shape Drivers asset and now i really want it in VRChat as a supported scripted asset. It would make a lot of things so much nicer
Franada
Airbee: I don't think we will have that since blendshape are expensive the higher the vertex count. You can probably guess that be bad with the average avatar you see around.
Toastador
Franada I'm pretty sure that bug was fixed in the current VRC version of Unity
bitmotte
Franada This can be the case,but it still could be better to have them. . .
Throwing bones at a bad deformation can be worse performance than a shape-key and vice-versa,they should be used in tandem to create most performant deformation. . .
and yes,a lot of avatars are badly optimized,and using many shape-key on them could hurt performance, but :
it shouldn't be like that in the first place,
they already use many shape-key for viseme and toggle,
and it could be solved with a simple limit anyway.
Plus, if we are using workarounds with physbone contact,it may as well be added