Avatar Bugs & Feature Requests

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[SDK 3.10.6] Mouth facial tracking does not work with test-built avatars when using Selfie Expression
SDK 3.10.6で作成したフェイストラッキング対応アバターについて、Build & Testでテストビルドを行い、VRChat上で使用した際に不具合が発生します。 この問題はテストビルドしたアバターでのみ発生し、同一のアバター設定でアップロードしたアバターでは再現しません。 具体的な現象の説明 テストビルドしたアバターでSelfie Expressionを実行すると、口周りのフェイストラッキングだけが正常に動作せず、音声によるリップシンクでの口の動きのみしか確認出来ません。 同じアバターをBuild & Publishで正式にアップロードし、VRChat上でそのアバターを使用した状態でSelfie Expressionを実行した場合は、口周りを含めてフェイストラッキングが正常に動作します。 目など、口以外のフェイストラッキングはどちらでも正常に動作しています。 再現条件 1.SDK 3.10.6を使用してフェイストラッキング対応アバターを作成する。 Build & Testでアバターをテストビルドする。 3.VRChat上でテストビルドしたアバターを使用する。 4.Selfie Expressionを実行する。 5.発声せず口を動かし、口が動かない事を確認する。 フェイストラッキングのシェイプキーの割り当てに関する設定では部分的に欠けこそあるものの、おおよその動きを出来る程度の口の動きを割り当てた上でこの現象を確認しています。 Face Trackingに関する設定が選択可能な項目(LipSync,Eye Gaze Mode,Eyelid Type)は全てFace Trackingを使う物にしており、Face TrackingのUse All Tracking Keysのチェックボックスも有効にしています。アップロードしたアバターでは動作する事で示しているように各KeyのMutiplierが極端に低かったり0だったりする事もありません。 なお、デバッグ画面のFace Trackingの画面ではJawOpenなどの値が口の開閉に応じて正常に変化することを確認しており、フェイストラッキング用のパラメーター自体は不具合状況下でも動いてはいるようです。 Description I have encountered an issue with a face tracking-enabled avatar created using SDK 3.10.6. This issue only occurs with avatars built using Build & Test. It cannot be reproduced with the uploaded version of the same avatar using identical settings. Details When I activate Selfie Expression while using the test-built avatar, only mouth-related facial tracking fails to work correctly. The only mouth movement I can observe is from voice-based lip-sync. However, when I upload the same avatar using Build & Publish and activate Selfie Expression while using the uploaded avatar in VRChat, facial tracking works correctly, including mouth tracking. Other facial tracking features, such as eye tracking, work correctly in both cases. Steps to Reproduce 1.Create a face tracking-enabled avatar using SDK 3.10.6. Build the avatar using Build & Test. 3.Use the test-built avatar in VRChat. 4.Activate Selfie Expression. 5.Move your mouth without making any sounds and observe that the avatar's mouth does not move. Additional Information Although some of the facial tracking blendshape assignments are not yet implemented, I have assigned enough mouth-related blendshapes to reproduce most of the mouth movements. I confirmed this issue with that configuration. All available settings related to Face Tracking (LipSync, Eye Gaze Mode, and Eyelid Type) are configured to use Face Tracking. The "Use All Tracking Keys" checkbox is also enabled. As demonstrated by the fact that the uploaded avatar works correctly, none of the multipliers for the individual keys are set to extremely low values or zero. Additionally, on the Face Tracking debug screen, I have confirmed that values such as JawOpen change correctly in response to mouth movements. This indicates that the facial tracking parameters themselves appear to be functioning even when the issue occurs.
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Bug Reports
`Eye Look` with Native FT causes random eye offsets on remotes
With the new Native FT update, windows build 1937, I've been having an issue where remote clients see my avatar's eyes with set random offsets. Locally, everything is 100% perfect all the time. Only remotes have this offset issue. After tracking the issue down, I've found that if I disable Eye Look completely in the VRC Avatar Descriptor, the offset no longer happens on remotes. (See included VRC Desc picture for broken version) It appears if you drive your own eye look bone rotations in your own animator while Eye Look setting is enabled (even with Eye-gaze field set to Face Tracking ), an offset is applied to remotes when your avatar is loaded in. Possibly an additional problem that I have 'none' set as my eye bones (defaulting to use Unity-Avatar's set Eye Bones when none?) If I had to guess, when the remote loads in your avatar, the stimulated Eye-Gaze functionality is on by default applying bone rotations and/or Eye Look param value changes. Then, the avatar is initializes with its networked params. Which freezes the simulated Eye-Gaze baking that offset into the remote user's avatar. This offset may be baked into the bone rotations, or the Native FT Eye Look parameter itself. If this issue is an intended conflicting behavior, perhaps a warning help-box in the VRC Avi Desc and an additional note in the documentation, would really help. Reproducible by: Use an avatar that uses bone rotations for its eye tracking. (you can use my linked avatar) Enable Eye Look with Face Tracking Eye-Gaze setting enabled. Drive your eye rotations via Native FT Eye Look params. Join a world with another remote user. Have the remote user observe the potential offset in the positions of the eyes. Included video: Note how when I switch avatars, the Remote eyes are completely different than the local. Including the ears rotations as they are also driven by Native FT Eye Look params. This public avatar uploaded with Eye Look enabled demonstrates this issue well. (yeah its creepy xD Just a stripped down version of my avatar): https://vrchat.com/home/avatar/avtr_b1e1f772-1b05-4556-965c-1ddeb5a8a0fc
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