Manual CVR Conversion

From VR Wiki

Begin

What I'm starting with is a VRC project that was copied, then the CCK added. I then fixed compiler errors and stuff and uploaded some avatars that were botched by the autoconverter but the point is I can upload avatar without errors.

I'll try and maintain a list of stuff I used:


Physbones to Dynamic Bones

I used a physbone to dynamic bone tool on a copy of my avatar, and then copied over the ones that converted well or could be tweaked to be what I wanted. For ones that ended up being scuffed as fuck I just redid them completely. See VRC_to_CVR for auto tools.

OR because physbones was pretty recent; pulled dynamic bone settings from previous avatars.

Transforming AV3 Toggles/sliders/etc

How it works

The toggle section of the avatar descriptor is called the Advanced Avatar Settings (AAS) section. You enable it and it opens up:

  • Base Animator Slot - This is the one animator. CVR just has everything in one animator.
  • Override controller slot - Similar to the one in the main descriptor ,you override animations and such here.
  • Inputs

One thing VERY important to understand with the AAS that on upload/build it MODIFIES your provided Base Animator according to the configuration specified. Easiest way to show is with an example:

EG: A toggle. If you configure a toggle in the AAS inputs section, the process will be like this:

  • Give the input a name.
  • This name will be set as the Parameter that CVR will use for the toggle.
  • Set type to Game Object Toggle
  • Set Generate type to Bool
  • Set the default or set if you want to use an animation instead of a game object
  • Put in a game object you want to toggle. Like a hat, or clothing item.
  • On building the avatar, the CCK will create the parameter, create the animations, create the animation controller layer, and set the parameter on the advanced avatar menu in game for you to toggle.

In other words, you set what you want to toggle in the AAS and the CCK builds the animations/animation controller for you and makes it usable.

If you're anything like me you don't want this and you want to just change a parameter in the animator controller to make your thing happen.

Transforming

BAsically, just set the name of the AAS input to an existing parameter and this will let you change the parameter in game using the advanced avatar menu.

Sliders

Very easy, 0-1 in a float.


Tidbits

Putting '#' in front of a parameter in the animator controller stops it from being network synced (Local only in other words).