'Custom' Animation Set Option, More Customizable Animations
Wunder Wulfe
This option will allow custom animation controllers to be used in both Humanoid and Generic avatar rigs. In this dropdown menu,
where you can choose Male, Female, and None, I suggest adding the Custom option or a VRChat component for it, where then you can specify your own animation controller to use and can make more intricate and complex controllers that support various things from blend-shape falling animations, custom gesture usages, and more. Currently, the only solution is to use generic avatars and to use your own animation controller based on the one in the example assets but not all parameters are used or given (like look angles, gesture values) but emotes, movement, and such are. Examples of things I have been trying to do:
Unfortunately the first example does not work in the game because that parameter is not set but it can create a wider variety of character animations and people will be able to run sequenced animations, masked animations (like gestures, on top of any playing animations, so unlike emotes), and so on. Also, seemingly, you cannot use these on humanoid avatars because even with 'none' as the animation set, it will not use the controller I had set up. You would be able to even make toggles that change the animation style of characters, add your own gestures to characters, use look values to rotate character bodies, and others.
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Wunder Wulfe
In addition, as I forgot to add, allow parameters to be placed on existing animator controllers that are placed in the character hierarchy
Wunder Wulfe
another pro with similar updates would be the custom final ik which people have been talking about
Cibbi
This, THIS. The base system to support fully customizable animators is already there, and is working just fine, me and some other people already tested it by changing the animator with final ik (the "hacky" way zaCade was talking about) and is surprising how the avatar reacts nicely to those changes. Adding official support to it shouldn't be too difficult, since we only need to pass the animator itself instead of discarting it like is done now. (if the next patch wont come tomorrow i can make some little demonstration videos on that kind of stuff working ingame with custom animators)
Wunder Wulfe
yes and you could even use it to make characters more interactive and to have things such as multi-phase idle animations, jump animations with starts and ends, replace/expand upon gestures, edit character movement animations easier, etc etc... however they will still need to add a parameter for sitting so you can change/add the sitting animation
zaCade
I was thinking about making a post about this actually, since recently i found out that this can already be done in a pretty hacky way.. Doing this the official way would be so much better, because then we could for example also make diffrences between sitting and standing, with the 'hacky' way we can only do standing. And it doesnt really update propperly when we sit down and stand back up ect.. Being able to supply our own controllers will allow us alot more diversity, because we can for example split up the hand animations between left and right. Instead of overriding both hands at the same time, a feature i've been wanting for months now.