Avatar Bugs & Feature Requests

Post about current Avatar bugs and Avatar Feature Requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
Components that take Transform values and output them to Custom Shader properties/Animator parameters?
This is something that feels like has been lacking for a good while, but having components that could take vectors of a transform property and output them to either a custom string for either a material property or an animator parameter to use. The implementation would be similar to how Physbones allows creators to use custom strings to name parameters that the animator will use and output specific animation reactions depending on the value. Example for the animator: Rotation Offset: There's one feature that Blender has that Unity lacks, and that is using corrective shape keys. Corrective ShapeKeys is a thing in Blender that lets users use bone transform angles to correct deforming mesh based on the angle. So you could bend your elbow in a specific way without needing to redo your weight paints or mesh topology. You could limit the angle of influence of how far the rotation can go for the blendshape amount within the driver itself in Blender. Positional Offset: Similar case to the above, you could also use a child of an empty game object to control how blendshapes look dependent on the child object's transform positional offsets relative to the parent object. If I say dragged a ball that was in world space to the left, I could make the face look angry, or make a character on the screen of a prop on my model move to the left. Examples for shader properties: Vectors, Floats, and Colors: Genshin Impact, love or hate it, is a decent game with an interesting shading style, especially with how they do their facial shadows. HoyoVerse uses SDFs to achieve this effect by getting the forward and right vectors of the head bone to determine the lighting angle along a gradient, and flip the gradient depending on specific conditions. The problem is the only method of doing this within Unity is to change the root bone of a skinned mesh renderer to the head bone rather than the hip bone, which is bad for those that want to have a consistent bounding box across all meshes and for shaders that manipulate the vertices of the skinned mesh. A way to solve for this would be to have a component that could output the forward, right, and even upward vectors to a custom string for a material property to read from and inherit the transform values of. Alternatively you could also output the transform positions for proper dissolve effects or for motion capture based systems that use colors to output, or to even give a good wobble effect/get the volume of a glass bottle for a liquid shader, or have it magically fill up. If possible, this could also be an extension to the Avatar Dynamics, and it could also be implemented into PhysBones for the transforms, but having this be extended to other use cases like the ones mentioned would be extremely helpful and possibly more optimized than using lights + depth tricks, CRTs + Cameras on our avatars, or whatever jank and unoptimized methods we use for our creations.
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Feature Requests
Physbone immobile changes
For both Physbone versions 1.0 and 1.1, the world immobile behavior has been reliant on ignoring any position data from the root of the avatar, but the main issue is that it still inherits the model's rotational velocity. The idea I would like to propose is something that is in the newest version of Magica Cloth 2 which is to have a game object's transform be referenced as an anchor in relation to the assigned root transform for the physbone. The idea of having an anchor referenced can help with the issue of physbones and calculating rotational data for the scripts to ignore. For the world immobile it could grab the avatar descriptor and auto assign that as the anchor point for the physbones to ignore, allowing IK transforms and animations to behave properly. Best way to sum up the idea is: All Motion: Reduces any motion as calculated from the root transform's parent World Immobile v2: (old method) Reduces position movement from locomotion, any movement due to animations or IK still affect bones normally. (new method) Reduces any motion based on the avatar descriptor's location in the hierarchy, any movement from animations or IK still affects bones normally. Anchor Reduces any motion calculated in relation between the root transform and the anchor's transform, any movement from animations or IK will affect bones depending on the anchor's location. Edit: Basically like with the new VRC Constraints adding something like a Source Transform component where the physics would be calculated from. This in turn would make it so if you were to freeze a physbone component in World Space with the new VRC Constraints, when you move the physbones physics wouldn't be calculated.
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Feature Requests
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