Provide individual viseme levels as avatar float parameters
SenkyDragon
Tons of hacks exist in various avatars to try and "approximate" the visemes that are provided by vrchat's viseme blendshape feature. This is required for many purposes:
* The wanted viseme actions involve bone rotations or other advanced behaviour
* The user wants viseme blendshapes on multiple meshes
Please expose the current level of each viseme as a separate avatar parameter (ex. Viseme_PP Viseme_FF etc) so that we can eliminate these poorly-performing and inaccurate approximations based on Voice and Viseme.
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SenkyDragon
This is now "mostly" accounted for with the new ft visemes, as the blendshapes can be applied to multiple meshes.
Pizzagal
this ^^^^^
NymCubed
Still surprised that in VR C H A T of all places, being able to edit the CHAT part of our avatars is so limited and basic. :|
TomSjö
Not a clue the meaning, but personally, the Visemes have been tweaking at every lil' sound I make :<
Jus wanna be a goob without opening my maw 30 damn degrees TwT
Dep3kuu_EHOT
This is a must-have feature, it will allow to correct conflicting shapes using BlendTree
Sphyxia
Cross-linking this to a different request, since both are related to how VRChat utilizes OVRLipSync (Where VRChat gets the viseme data from), to additionally expose the Laughter Detection / LaughterProbability value also available in the newer versions of OVRLipSync
(also already linked in the 'Expose Viseme Floats' request)
SenkyDragon
Cross-linking to a similar request that was recently marked as tracked: https://feedback.vrchat.com/feature-requests/p/expose-viseme-floats
Smash-ter
Another reason why this would be needed in the SDK is to make it easier for us to control other blendshape values when doing certain facial expression that wouldn't cause something like the teeth or the tongue to clip through the lips or the rest of the face.
KuryKat
This would be extremely useful!!!
G
GRΛVΣYΛЯD
Please this would be extremely useful to creators!
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