Bone rotation value as parameter
HighCD
The ability to derive a parameter out of a bone's rotation would allow for many possibilities.
My thought is that it would be a float parameter that you could set how far a rotation on an axis would have to be to bring the float from 0 to 1.
There is a sort of jank way of doing this already with empty physbones and planes colliders that I have experimented with but it is a huge jury rig and does not work super great all the time, not to mention it's probably not fantastic for performance.
Some things that this could be used for as examples:
- Corrective body shapekeys, such as when you kick your leg up so that your thigh doesn't pinch up into your hip
- Flex shapekeys that could bulge muscles in areas when they are bent.
- Other fun creative things I'm sure!
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Smash-ter
This is something similar to I requested a few months ago and I agree that there should be something that could help with that. https://feedback.vrchat.com/avatar-30/p/components-that-take-transform-values-and-output-them-to-custom-shader-propertie
Ideally this system would be closer to this unity asset https://assetstore.unity.com/packages/3d/animations/blendshape-driver-176301
Chiimera
Great feature request. Currently to evaluate rotation we need to do some math w 6 contact recievers. Would LOVE to see this as a feature.