new sdk breaks gestures
YuyaSakaki
the new sdk broke my gestures,
i have spoken to one other who said that uploading any avatar breaks gestures.
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Alvos
Gesture layer gets ignored and only FX layer works as gesture layer, but you have to put in masks to make it work, else both hands will be animated with one gesture.
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BlueFireGod
I'm having the same issue too and idk how to fix it
moonorama
BlueFireGod: Some awesome people have told me the fix. Remove the hand layer masks on your FX controller. The new SDK hates them. By removing the layer masks, I uploaded my avatar and it's back to working good again.
NiniNia
I just realized the issues was for me that the mask of the FX layers was set to hands, it should be set to "none".. there is a gear icon next to the FX layers where you can change the mask, and also remove all animations from gestures that shouldn't show any expression :)
moonorama
NiniNia: thanks I’ll try that later
ArtificialVR
Same issue. Downgrading the SDK did not fix it, nor did removing the mask for the FX controller layer for the Hand
EDIT: You have to remove the mask from the "All Parts" layer too, not just the hands.
catakitty
I'm having the same issue here too. Checked similarities with old projects that have working fingers and can't actually see any differences. I tried importing my avatar project into a new project with an old SDK but it seems that creating an avatar with the said bugged SDK just bugs it out forever.
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LittleBirdy
The issue is only present in the latest SDK.
-Whenever your state transitions to a animation that is animating the animator it breaks the hand gestures
-The parameters and states still transition correctly but the hands kinda get stuck open
-The animation can be triggered by anything in the FX controller not necessarily the gesture parameter or layer and break the hand
-The animation doesn't have to animate the hand but rather the animator in general
-Turning write defaults OFF seems to fix it
-Getting rid of animations that animates the animator fixes it
-*Turns out the problem can also be solved by removing the mask for the FX controller layer for the Hand
Typically, booth avatars have write defaults ON and have an idle state with an idle animation with the animator being animated
(So it pretty much instantly breaks since the issue is the idle animation and write defaults)
I could provide a visual example or reference if necessary.
(Just tell me what you need to see)
KiyotoNoodle
I’m dealing with this issue too. Been troubleshooting and testing all day on an old commission I’m reworking just to realize that it seems like every avatar I’ve updated over the past week now suffers from this weird animation issue. Seems like applying custom animations to gestures is the cause of it, two of the 4 avatars I’ve tested only have custom gestures on the left hand (facial animations, mainly blendshapes but some non humanoid bone animation as well) and thus only the left hand seems to be effected. Uncertain of the cause but I’ve tried using an older version of the sdk that the only avatar I’ve updated that is completely unaffected by this issue runs on but it remains unaffected regardless of current or older sdk version which is odd.
-nyae
Yup, same over here, in the SDK it works fine, but in game it does not.
(The affected SDK is the "VRCSDK3-AVATAR-2022.08.29.20.48_Public.unitypackage")
And BTW, I have tried uploading avatars that do work, and with the new SDK, they break
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Leff․
I'm having this issue too. Upon updating the SDK, an avatar that previously worked on upload is now unable to have any hand animations. Instead, the hand does the animation displayed in this picture.
Update:
I removed the locomotion controller from my avatar and the hands started working. Upon further troubleshooting, I found out that the locomotion animations applied transforms to the fingers. I removed these finger animation properties and now everything is working like normal.