Avatar 3.0: Difference between revisions
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{{ | {{Stub}}{{Note|YMMV: This guide was originally written back when Avatar 3.0 was initially released.}} | ||
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== Prerequisites == | == Tools == | ||
* Unity | ===Prerequisites=== | ||
* A | * Unity 2019.4.31f1 (Download from [https://unity3d.com/get-unity/download/archive here] using the Unity Hub.) | ||
* A lot of Hard Drive space (Recommended dedicated HDD) | |||
===Optional=== | |||
* [https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743 Dynamic Bone] (Dynamic Bones are not used in VRChat Anymore, use the included PhysBones instead. If you need to migrate DynamicBones to PhysBones, look at [https://github.com/VRLabs/Dynamic-Bones-Stub Dynamic Bones Stub] and one of the many migration scripts) | |||
* [https://assetstore.unity.com/packages/tools/animation/final-ik-14290 Final IK] | |||
* [https://github.com/rurre/PumkinsAvatarTools Pumkin's Avatar Tools] | |||
* [https://github.com/hai-vr/combo-gesture-expressions-av3/releases Combo Gesture Expressions] | |||
* [https://github.com/hai-vr/Just1Int7Toggles Just1Int7Toggles] OR [https://booth.pm/en/items/2278448 RadialInventory] | |||
* [https://booth.pm/en/items/2207020 VRCAvatar3Tools] | |||
*[https://github.com/lyuma/Av3Emulator Avatars 3.0 Emulator] | |||
* [[VRChat/Shaders]] | |||
The optional tools are exactly what it says on the tin, however they can help by massively simplifying the process of porting an avatar to 3.0 or adding features you like. | |||
== Setting up Unity == | == Setting up Unity == | ||
{{TODO|Unity shit here}} | {{TODO|Unity shit here}} | ||
== VRChat Creator Companion (VCC) == | |||
{{TODO|Creator Companion shit here}} | |||
== Downloading VRC SDK == | == Downloading VRC SDK == | ||
# Log into https://vrchat.com/home/login | # Log into https://vrchat.com/home/login | ||
# Navigate to | # Navigate to the ''Download'' link on the left sidebar, and download the VRCSDK3-Avatar <code>.unitypackage</code>. You '''MUST''' use the avatar version. | ||
# Save the unitypackage anywhere. | # Save the <code>.unitypackage</code> anywhere. | ||
== Setting up the project == | == Setting up the project == | ||
# Open Unity | # Open Unity 2019.4.31f1. | ||
# Create a new 3D project on a HDD with plenty of space. | # Create a new 3D project on a HDD with plenty of space. | ||
# Drag the VRCSDK3-Avatar unitypackage into your assets tree. | # Drag the VRCSDK3-Avatar unitypackage into your assets tree. | ||
# Extract everything. | # Extract everything. | ||
#* You probably want to do the same with [[Dynamic Bones]] and other packages. | #* You probably want to do the same with [[Dynamic Bones]] and other packages. | ||
# Disable baked lighting: | |||
## Open ''Window > Rendering > Lighting Settings'' | |||
## Uncheck ''Mixed Lighting'' > ''Global Illumination'' | |||
## Close the dialog | |||
== Creating an Avatar == | |||
# Drag your FBX from the Assets Tree into the Scene. | |||
# Set up your materials. | |||
# Right-click the avatar's root node in your scene and select "Unpack Prefab". | |||
# Select your avatar's root node in the scene. | |||
# In the right component sidebar, select "Add Component". | |||
# Search for and add a <code>VRC Avatar Descriptor</code> component. | |||
# Set your viewball to be directly between your eyes. (View > View Position, look for the little white ball) | |||
#* Do not move it forwards to avoid clipping; The game's IK has changed and this old trick will actually cause more problems than it used to solve. | |||
== Other Topics == | |||
* [[Avatar 3.0/Visemes|Visemes]] | |||
* [[Avatar 3.0/Eye Tracking|Eye Tracking]] | |||
=== Expressions === | |||
* [[Avatar 3.0/Expressions|Tutorial]] | |||
* [[Avatar 3.0/Expressions/Speed Sliders|Speed Sliders]] | |||
== Testing == | |||
# Open ''VRChat SDK > Show Control Panel'' | |||
# Log into your account. | |||
# Select the Builder tab | |||
# Select your avatar from the list, if needed. | |||
# Fix any issues, such as mipmapping. | |||
# Select ''Build & Test'' to compile the avatar and deploy it to your local VRChat install. | |||
# Open VRChat from Steam, in either VR or Desktop mode. | |||
# Test as desired. | |||
{{Note|Nobody will be able to see your avatar in this stage.}} | |||
== Deploying to VRChat == | |||
# Open ''VRChat SDK > Show Control Panel'' | |||
# Log into your account. | |||
# Select the Builder tab | |||
# Select your avatar from the list, if needed. | |||
# Fix any issues, such as mipmapping. | |||
# Select ''Build & Publish for Windows'' to compile the avatar and deploy it to the VRChat servers. | |||
[[Category:VRChat]] | |||
[[Category:Tutorial]] | |||
[[Category:Avatar 3.0]] |
Latest revision as of 14:09, 17 January 2023
Note: YMMV: This guide was originally written back when Avatar 3.0 was initially released.
Tools
Prerequisites
- Unity 2019.4.31f1 (Download from here using the Unity Hub.)
- A lot of Hard Drive space (Recommended dedicated HDD)
Optional
- Dynamic Bone (Dynamic Bones are not used in VRChat Anymore, use the included PhysBones instead. If you need to migrate DynamicBones to PhysBones, look at Dynamic Bones Stub and one of the many migration scripts)
- Final IK
- Pumkin's Avatar Tools
- Combo Gesture Expressions
- Just1Int7Toggles OR RadialInventory
- VRCAvatar3Tools
- Avatars 3.0 Emulator
- VRChat/Shaders
The optional tools are exactly what it says on the tin, however they can help by massively simplifying the process of porting an avatar to 3.0 or adding features you like.
Setting up Unity
TODO: Unity shit here
VRChat Creator Companion (VCC)
TODO: Creator Companion shit here
Downloading VRC SDK
- Log into https://vrchat.com/home/login
- Navigate to the Download link on the left sidebar, and download the VRCSDK3-Avatar
.unitypackage
. You MUST use the avatar version. - Save the
.unitypackage
anywhere.
Setting up the project
- Open Unity 2019.4.31f1.
- Create a new 3D project on a HDD with plenty of space.
- Drag the VRCSDK3-Avatar unitypackage into your assets tree.
- Extract everything.
- You probably want to do the same with Dynamic Bones and other packages.
- Disable baked lighting:
- Open Window > Rendering > Lighting Settings
- Uncheck Mixed Lighting > Global Illumination
- Close the dialog
Creating an Avatar
- Drag your FBX from the Assets Tree into the Scene.
- Set up your materials.
- Right-click the avatar's root node in your scene and select "Unpack Prefab".
- Select your avatar's root node in the scene.
- In the right component sidebar, select "Add Component".
- Search for and add a
VRC Avatar Descriptor
component. - Set your viewball to be directly between your eyes. (View > View Position, look for the little white ball)
- Do not move it forwards to avoid clipping; The game's IK has changed and this old trick will actually cause more problems than it used to solve.
Other Topics
Expressions
Testing
- Open VRChat SDK > Show Control Panel
- Log into your account.
- Select the Builder tab
- Select your avatar from the list, if needed.
- Fix any issues, such as mipmapping.
- Select Build & Test to compile the avatar and deploy it to your local VRChat install.
- Open VRChat from Steam, in either VR or Desktop mode.
- Test as desired.
Note: Nobody will be able to see your avatar in this stage.
Deploying to VRChat
- Open VRChat SDK > Show Control Panel
- Log into your account.
- Select the Builder tab
- Select your avatar from the list, if needed.
- Fix any issues, such as mipmapping.
- Select Build & Publish for Windows to compile the avatar and deploy it to the VRChat servers.