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--- | ||
title: BUDDYWORKS Avatar Framework | ||
description: Quick-start your creation process, every time! | ||
--- | ||
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BUDDYWORKS Avatar Framework v2.0 | ||
by Buddy_DE | ||
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PLEASE INCLUDE THIS DOCUMENT INSIDE THE AVATARS UNITY PACKAGE OR ALONGSIDE IT BY OTHER MEANS. | ||
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0. Notes and "License" | ||
Usage of the framework is free of charge, the included icons can be used for private and commercial use, including using them for commission work or the production of a prefabricated avatar. (free/nitro/sale) | ||
The Icons can also be used in a free public avatar, but please make sure that so can everything else. | ||
The framework comes as is, the author is not to be made responsible for any damage it may induce in any way. Purpose is to be a quickstart point and a general recommendation around most best practices, it will however not do the thinking for you. This is a template, adjust it to your needs. | ||
Crediting me is optional, along the lines of "BUDDYWORKS Avatar Framework v5 by Buddy_DE" | ||
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Icons not from the SDK are from Carbon-Copy, graciously provided by Dreadrith and JustSleightly. | ||
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USE OF VRCSDK+ FROM DREADRITH IS EXTREMELY RECOMMENDED WHEN WORKING WITH THIS MENU, SO IS CONTROLLER EDITOR FOR EDITING THE FX CONTROLLER. | ||
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0. Menu | ||
Leave the GoGoLoco Placeholder in, VRCFury will overwrite it with the Prefab, it will not create a new menu entry. Means the Framework assumes you adopt GoGoLoco, if you dont, just adjust it. | ||
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1. Expressions | ||
Setting up the expressions should be straightforward if you have done that before already. | ||
The logic is included, you just need to insert the expressions you want in the corresponding slots. | ||
If you want the gestures to mix, you could set up the animations for mouth at one hand and for the rest of the face on the other. How you end up designing it is up to you. Make use of the "Idle" state to neutralize all modified blendshapes on each hand. The expressions should be animated with at least two frames for transitioning, the logic uses a weight float to smoothly animate it. | ||
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2. Exclusive Switches | ||
The premade layers Tops, Pants and Shoes are written as exclusive INT toggles, meaning that only one option of each layer can be active at once. This is useful for things you don't want to let conflict with each other. Adapt and duplicate as you seem fit. | ||
IMPORTANT: This system assumes WD On workflow, make sure that the animations other than default disable whatever default enables, else you will see the default outfit stuck below the selected other outfit. | ||
Means: Animate Default properties OFF in the other outfit clips. | ||
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3. Presets | ||
This layer is exclusively working with parameter drivers, allowing you to specify parameters to change on each of the states. This gives you a simple way to create outfit presets which involve multiple pieces, maybe including some toggles as well. Use as you see fit, or don't, up to you. | ||
Keep the Parameter Driver for "Clothing/Preset" at 0, so it can return back to its idle state properly. | ||
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4. Toggles and Sliders | ||
What I like to call "The Master Blendtree", here you create non-exclusive toggles and also sliders/radials like hue shifts or bodypart compensati... shaping. Using a direct blendtree not only makes creating toggles easier, it is also extremely efficient. All parts of the blendtree can work independent from each other, meaning you can toggle and slide everything independently. | ||
Double click on "Blend Tree" to open the forest, most of it is already set up in a way that needs you to just slot the animation clips in. | ||
Note: Blendtrees can only work with float parameters, we make use of a technique called "parameter mismatch" to work around this. Essentially, you create a parameter as bool in your parameter list, but in the FX you instead create it as a float. This gets translated, false being 0 and true being 1. | ||
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Please note the following limitations: | ||
- The Blendtree itself can not have any kind of logic, however you can drive its parameters by parameter drivers on a different layer. | ||
- Things with a constant animation, like image slideshows or tail-wags, are really janky in a blendtree. Prefer keeping those in a separate layer if they misbehave. | ||
- THERE IS NO SUCH THING AS DISSOLVE ANIMATIONS IN A DIRECT BLENDTREE TOGGLE! Since we use parameter mismatch, every animation's state will fling directly to off or on, you don't get to see the inbetweens. You would need a very convoluted logic and parameter smoothing system to circumvent that, but at that point you might as well run the thing outside the blendtree. | ||
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The tree is written in the Write Defaults ON workflow, using WD Off at any point in your avatar will break its behavior. If you need WD Off, you need to rewrite the toggles to account for that. | ||
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If you want a throughout guide on how to write and maintain a blendtree, I highly recommend this resource: https://notes.sleightly.dev/dbt-combining/ | ||
Please note that this guide shows you how to write Direct BlendTree toggles in the WD Off workflow, the tree provided by me is written in the WD On workflow. | ||
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5. Relief | ||
That should be it, anything else is just a matter of exploration, the menu structure should be self explanatory, examples are included. | ||
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If you have any questions, don't fear to ask in the BUDDYWORKS Discord, we happily help with anything avatar and worlds related and you are very welcome to jump in. | ||
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https://discord.gg/g7u2qJRc6x | ||
https://buddyworks.wtf/ | ||
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Thank you for choosing BUDDYWORKS assets for your project, cheers! | ||
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-Buddy |
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title: BUDDYWORKS Avatar Framework - Setup | ||
description: Quick-start your creation process, every time! | ||
--- | ||
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**Installation Instructions** | ||
Getting started is simple, just grab the package from our <a href="https://repo.buddyworks.wtf">VCC Repository</a> and import it into your project. | ||
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After import, you can add the resource data into your /Assets/ folder using the new Toolbar Menu: | ||
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![Toolbar menu import.](./img/001.png) | ||
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Clicking those will open a prompt which asks you to choose a directory to add the files to. | ||
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By default, this can be the root directory. Note that if there is already a Directory called "BUDDYWORKS" at your target, the new folder will be called "BUDDYWORKS 1" to avoid overwriting data by accident. | ||
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After that is done, you are good to go. Proceed to use the new template files for your new project. | ||
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**Important Files** | ||
- **\_BW_FX:** The FX Animator used for the avatars logic. | ||
- **\_BW_Main Menu:** The root menu file. | ||
- **\_BW_Parameters:** A list of parameters used inside the FX. | ||
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You will learn about the structure of the menu and FX on the following pages. |
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title: BUDDYWORKS Avatar Framework - FX Structure | ||
description: Quick-start your creation process, every time! | ||
--- | ||
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**The FX-Template** | ||
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The FX template is named "\_BW_FX". | ||
It contains the essential layers commonly used by avatars, you can duplicate and expand as you see fit. | ||
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> **Note:** v1 and v2 almost have the same FX Controller, the only difference is a slightly different approach with the Presets Layer. | ||
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### FX Animator | ||
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![Menu preview](./img/003.png) | ||
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> **Note:** The animator is written in full WriteDefaults ON workflow, please keep that in mind. | ||
- **Base:** Obligatory, make sure it is empty at all times. | ||
- **Left/Right Hand**: Layers for face expressions made with your hands. | ||
- **Tops/Pants/Shoes:** INT switches that allow you to write exclusive toggles. | ||
- **Presets:** You can use the Presets layer to drive multiple parameter drivers at once, allowing for preset sets of your toggles. | ||
- **Toggles and Sliders:** The heart of operation, this is a premade DirectBlendTree ready to use. | ||
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To learn more about DirectBlendTrees, we can recommend this writeup: <a href="https://notes.sleightly.dev/dbt-combining/">Combining Layers Using Direct Blend Trees</a> | ||
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This is the gist, you will find more fine-grained detail in the text document provided inside the Avatar Framework folder or <a href="../doc2">here</a>. |
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--- | ||
title: BUDDYWORKS Avatar Framework - Menu Structure | ||
description: Quick-start your creation process, every time! | ||
--- | ||
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**Overall Menu Layout** | ||
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BUDDYWORKS Menus are prefixed with "\_BW". | ||
The menu comes with my lovely programmer-art as substitute icons, you probably want to replace those for your own icons. | ||
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> **Note:** The structure for v2 is heavily slimmed down compared to v1, which used to be a bit convoluted. v2 prefers speedy use, while v1 prefers a fully fledged folder structure. | ||
Both are fine when used correctly. | ||
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### Main Menu | ||
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![Menu preview](./img/002.png) | ||
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- **Settings:** Any kind of general settings, like contact toggles or other low-frequency options. | ||
- **Shifts:** All your shifts, be it hue shifts or other sliders, go here. | ||
- **Logo Menu:** Used as a quick menu for features you expect people to use often. | ||
- **Stuff:** Props, funky features, any kind of toggles that don't belong elsewhere. | ||
- **Clothing:** Contains all clothing options of the avatar. | ||
- **GoGo Loco:** A placeholder for GoGO Locomotion. When using the VRCFury Prefab for GGL, this menu gets overwritten. | ||
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All these menus contain sub menu which should be self explainatory. |
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