Station Reset Required for Direct Blendtree x AAP Function (I Need Chairs To Live?)
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blinkinglights
Here's a link to an affected avatar: https://vrchat.com/home/avatar/avtr_c5387daa-81ba-46b5-9967-0196ed4309ce
I've added a basic AAP setup to my BigDirectBlendtree (last entry in it, SpinDampSpecialBlendtree) in order to get "rate of change" of a float, which in this case is driving my hind leg stepping spin response. However, these animated parameters are seemingly not calculated correctly
until entering a station.
After entering a station, the avatar functions perfectly, so it's fine in MMD worlds, and fine after leaving the station, etc... but it loses its grip on its AAPs again if an FBT user recalibrates or changes worlds, or if a 3-point or desktop user resets the avatar, etc. Only finding another chair to get into fixes the avatar. Until a chair is found, the avatar's feet drag across the ground when the user turns, instead of picking up into a stepping response.
It does NOT exhibit this problem during emulation with GestureManager.
Edit: now that I think of it, the Contact components responsible for my SpinDamp float are superimposed by default, which has been responsible for weird bugs in the past before (since fixed by the devs). Changing this float's default value to 1 in the Parameters list of my FX controller doesn't change the bugged behavior, though. Neither does having the Contacts in different places in my Unity scene at first, and then using an always-on animation to put them back where they go (the ancient fix for the old superimposed-Contacts bug).
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StormRel
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