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JustBuddy committed Jan 17, 2025
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2 changes: 1 addition & 1 deletion src/content/docs/avatardynamics/intro.mdx
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Expand Up @@ -4,7 +4,7 @@ description: Free and simple avatar dynamics!
---
import { Aside } from '@astrojs/starlight/components';

![BUDDYWORKS Avatar Dynamics Banner](./img/banner.png)
![BUDDYWORKS Avatar Dynamics Banner](./img/banner.webp)

*Free and simple avatar dynamics!*

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2 changes: 1 addition & 1 deletion src/content/docs/avatardynamics/modding.mdx
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Expand Up @@ -20,7 +20,7 @@ We currently don't know how far you can push this, but at least 200 sounds are p

#### Prepare the Audio Files
Make sure your sounds all use these import settings:
![Ideal audio import settings for the audio clips.](./img/002.png)
![Ideal audio import settings for the audio clips.](./img/002.webp)
This gives you a good compatibility and space efficient import.

#### Add your Sounds to the Audio Component
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2 changes: 1 addition & 1 deletion src/content/docs/avatardynamics/setup.mdx
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Expand Up @@ -8,7 +8,7 @@ import { Aside } from '@astrojs/starlight/components';

Setup is easy, just add the prefab to your avatar and you are ready to go!

![The prefabs can be added using the toolbar menu.](./img/001.png)
![The prefabs can be added using the toolbar menu.](./img/001.webp)


### Some items are greyed out!
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4 changes: 2 additions & 2 deletions src/content/docs/avatardynamics/structure.mdx
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Expand Up @@ -6,7 +6,7 @@ import { Aside } from '@astrojs/starlight/components';

### FX Controller
#### Effect Layers
![Structure of the effect layers, they are the same for both noseboop and headpat.](./img/003.png)
![Structure of the effect layers, they are the same for both noseboop and headpat.](./img/003.webp)
The controller makes heavy use of isLocal assumptions and will work different based on who is running it.

**User (you):** Process contact-checks, run the animation for yourself and also set the parameter *AD/Noseboop* or *AD/Headpat* to true for a brief time.
Expand All @@ -16,7 +16,7 @@ The controller makes heavy use of isLocal assumptions and will work different ba
Remote does not perform contact checks, which makes it more reliable.

#### Sound Layer
![The sound effect layer for the noseboop.](./img/004.png)
![The sound effect layer for the noseboop.](./img/004.webp)
Will run whenever parameter *AD/Noseboop* is true, play a sound and shuffle *AD/Random* once done playing.
This is processed separately to ensure that you and remote players hear the same sound every time.

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4 changes: 2 additions & 2 deletions src/content/docs/expressionsextension/customize.mdx
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Expand Up @@ -8,8 +8,8 @@ import { Aside } from '@astrojs/starlight/components';

A script is provided that lets you add rudamentary support for non-standard avatars.

![Toolbar menu location for the customizer.](./img/006.png)
![Customizer Editor window.](./img/007.png)
![Toolbar menu location for the customizer.](./img/006.webp)
![Customizer Editor window.](./img/007.webp)

The editor window will grab all current expression clips and offer you to reassign those to your avatars blendshapes. This is very simple, and will likely not give you optimal results.

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6 changes: 3 additions & 3 deletions src/content/docs/expressionsextension/fx.mdx
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Expand Up @@ -5,14 +5,14 @@ description: Gimmick for face expression mixing, useful for photography.
import { Aside } from '@astrojs/starlight/components';

### Main Logic
![EE FX Controller Main Logic Layer Root.](./img/003.png)
![EE FX Controller Main Logic Layer Blendtree.](./img/005.png)
![EE FX Controller Main Logic Layer Root.](./img/003.webp)
![EE FX Controller Main Logic Layer Blendtree.](./img/005.webp)

By default, EE will be inactive and wait for EE/Active to be true.
Once that is the case, EE will be engaged and is controlled using the floats.

### Support Logic
![EE Action Controller Support Layer.](./img/004.png)
![EE Action Controller Support Layer.](./img/004.webp)
This layer is used for any additional functions.

Currently, it is responsible for making the infinite circle loop work for Mouth and Eye selection.
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2 changes: 1 addition & 1 deletion src/content/docs/expressionsextension/intro.mdx
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Expand Up @@ -4,7 +4,7 @@ description: Gimmick for face expression mixing, useful for photography.
---
import { Aside } from '@astrojs/starlight/components';

![BUDDYWORKS Expressions Extension Banner](./img/banner.png)
![BUDDYWORKS Expressions Extension Banner](./img/banner.webp)

*Gimmick for face expression mixing, useful for photography.*

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2 changes: 1 addition & 1 deletion src/content/docs/expressionsextension/setup.mdx
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Expand Up @@ -8,7 +8,7 @@ import { Aside } from '@astrojs/starlight/components';

Setup is easy, just add the prefab to your avatar and you are ready to go!

![The prefab can be imported by using the toolbar menu.](./img/001.png)
![The prefab can be imported by using the toolbar menu.](./img/001.webp)


### Which version to pick?
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2 changes: 1 addition & 1 deletion src/content/docs/framework/intro.mdx
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Expand Up @@ -4,7 +4,7 @@ description: Quick-start your creation process, every time!
---
import { Aside } from '@astrojs/starlight/components';

![BUDDYWORKS Avatar Framework Banner](./img/banner.png)
![BUDDYWORKS Avatar Framework Banner](./img/banner.webp)

*Quick-start your creation process, every time!*

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2 changes: 1 addition & 1 deletion src/content/docs/framework/setup.mdx
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Expand Up @@ -8,7 +8,7 @@ Getting started is simple, just grab the package from our <a href="https://repo.

After import, you can add the resource data into your /Assets/ folder using the new Toolbar Menu:

![The framework data can be imported using the toolbar menu items.](./img/001.png)
![The framework data can be imported using the toolbar menu items.](./img/001.webp)

Clicking those will open a prompt which asks you to choose a directory to add the files to.

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2 changes: 1 addition & 1 deletion src/content/docs/framework/structure-FX.mdx
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Expand Up @@ -15,7 +15,7 @@ It contains the essential layers commonly used by avatars, you can duplicate and

### FX Animator

![Screenshot of the FX animator included in Avatar Framework.](./img/003.png)
![Screenshot of the FX animator included in Avatar Framework.](./img/003.webp)

<Aside type="caution"> The animator is written in full WriteDefaults ON workflow, please keep that in mind.</Aside>

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2 changes: 1 addition & 1 deletion src/content/docs/framework/structure-menu.mdx
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Expand Up @@ -15,7 +15,7 @@ v2 prefers speedy use, while v1 prefers a fully fledged folder structure.

### Main Menu

![A preview image of the v2 menu structure.](./img/002.png)
![A preview image of the v2 menu structure.](./img/002.webp)

- **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.
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2 changes: 1 addition & 1 deletion src/content/docs/index.mdx
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Expand Up @@ -5,7 +5,7 @@ template: splash
hero:
tagline: Welcome to our documentation page. Here you will find instructions and explanations for our assets.
image:
file: ../../assets/Logo_2.png
file: ../../assets/Logo_2.webp
actions:
- text: Browse
link: /welcome/intro/
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2 changes: 1 addition & 1 deletion src/content/docs/posesextension/action.mdx
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Expand Up @@ -56,7 +56,7 @@ Helper logic to migrate your current pose between enabled and disabled eyelook.
As PE works in two different pose spaces depending on whenever Eyelook is active or not, PE needs to be reengaged to go through the correct branch. This would reset your current selected pose bank, which this writes back to make the migration more seamless.

### Support Logic B
![BUDDYWORKS Poses Extension support layer B, interfacing with layer A.](./img/005.png)
![BUDDYWORKS Poses Extension support layer B, interfacing with layer A.](./img/005.webp)

**Showcase Logic**
Runs the showcase feature. It does so by using Parameter drivers to run the Load-triggers.
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2 changes: 1 addition & 1 deletion src/content/docs/posesextension/intro.mdx
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Expand Up @@ -4,7 +4,7 @@ description: Locomotion-agnostic pose framework.
---
import { Aside } from '@astrojs/starlight/components';

![BUDDYWORKS Poses Extension Banner](./img/banner.png)
![BUDDYWORKS Poses Extension Banner](./img/banner.webp)

*Locomotion-agnostic pose framework.*

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6 changes: 3 additions & 3 deletions src/content/docs/posesextension/modding.mdx
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Expand Up @@ -34,7 +34,7 @@ Custom poses do not support Eyelook or Height adjust, as the setup for those is
To add custom poses, access PE's Action Controller. You should see the main [PE logic-tree](/posesextension/action).

Double click **Custom Poses (90)** to enter that state maschine.
![Custom Pose Bank of BUDDYWORKS Poses Extension.](./img/006.png)
![Custom Pose Bank of BUDDYWORKS Poses Extension.](./img/006.webp)

The relevant parts of this are **Custom** and **Custom (Mirror)**. Slot your own Pose Bank in both slots.
If you want two pose banks and don't need the Mirror functionality, you can slot a different pose bank in **Custom (Mirror)** and disable the "Mirror" checkbox in its inspector. You can switch between those using the Mirror toggle.
Expand All @@ -43,7 +43,7 @@ If you want two pose banks and don't need the Mirror functionality, you can slot
Add all your poses after each other into a single animation clip, use the preview window to check if the poses look correct.
If you want a smooth loop like the built-in poses, make sure your last pose is equal to your first pose.
Your pose bank animation clip should be set up like this for best results:
![The ideal import-settings for the custom pose bank animation clip.](./img/007.png)
![The ideal import-settings for the custom pose bank animation clip.](./img/007.webp)

### Custom Dances
PE allows you to add your own dances, and provides menus for that. We provide you with three slots you can directly populate with your own dance animations. While you can expand this by following the provided logic yourself, **we discourage adding too much, as dances inflate uncompressed avatar size drastically!**
Expand All @@ -54,7 +54,7 @@ In there, double click **Dances (100+)** to access the Dance State Maschine.
Slot in your own dances in the highlighted slots, and that should be it! Just make sure your dance animation clips are set to loop.
You can access those three custom dances in the **Dances** menu. If you add more than those, you need to modify the menus.
Dances have a reserved *PE/Set* range of 100 or higher, so start dances beyond the 3 provided slots at *PE/Set* 108.
![BUDDYWORKS Poses Extension dances statemaschine, custom dances go here.](./img/008.png)
![BUDDYWORKS Poses Extension dances statemaschine, custom dances go here.](./img/008.webp)

:::note
Adding more dances past the 3 provided slots, while not difficult, is not officially supported.
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6 changes: 3 additions & 3 deletions src/content/docs/posesextension/setup.mdx
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Expand Up @@ -8,7 +8,7 @@ import { Aside } from '@astrojs/starlight/components';

Setup is easy, just add the prefab to your avatar and you are ready to go!

![The prefabs, among other things can be spawned into the hierarchy using the toolbar menu.](./img/001.png)
![The prefabs, among other things can be spawned into the hierarchy using the toolbar menu.](./img/001.webp)


### Which version to pick?
Expand All @@ -30,7 +30,7 @@ These options exist for convenience.
If you want to be able to fly with GoGo Loco, you pick the "Beyond" version, else use the "All" one.

### Settings
![Settings window, allowing you to change the sync state of each PE component.](./img/009.png)
![Settings window, allowing you to change the sync state of each PE component.](./img/009.webp)
The settings window that can be opened in the menu toolbar allow you to change whenever a feature is synced or not. Syncing costs parameters, so adjust to your needs.
Regardless of your choice, all features will always be present locally.

Expand All @@ -40,7 +40,7 @@ PE performs checks to ensure that the necessary component is present in your pro
If an option is greyed out, you are missing the dependency needed for that option in your project.
You don't need to import all dependencies to use PE, either VRCFury or ModularAvatar is sufficient.

![Toolbar menus that are greyed out are missing their dependencies.](./img/002.png)
![Toolbar menus that are greyed out are missing their dependencies.](./img/002.webp)

### Checks
VRCFury = Is package `com.vrcfury.vrcfury` present?
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2 changes: 1 addition & 1 deletion src/content/docs/scene/intro.mdx
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Expand Up @@ -3,7 +3,7 @@ title: BUDDYWORKS Avatar Scene
description: Ready to go Scene for fancy avatar deployments.
---

![BUDDYWORKS Avatar Scene Banner](./img/banner.png)
![BUDDYWORKS Avatar Scene Banner](./img/banner.webp)

*Ready to go Scene for fancy deployments.*

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4 changes: 2 additions & 2 deletions src/content/docs/scene/overview.mdx
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Expand Up @@ -6,7 +6,7 @@ import { Aside } from '@astrojs/starlight/components';

#### About the Scene

![BUDDYWORKS Avatar Scene's hierarchy.](./img/002.png)
![BUDDYWORKS Avatar Scene's hierarchy.](./img/002.webp)

The scene structure is rather simple. The object "\_System" contains all scene elements and assets.
<Aside>When installing the VCC version, the AudioLinkAvatar and LTCGI Tester prefabs might not appear if you didn't import the packages beforehand.</Aside>
Expand All @@ -18,4 +18,4 @@ The scene structure is rather simple. The object "\_System" contains all scene e
- **LTCGI Tester:** A tester for LTCGI effects. Note that this only works for materials that support it.


![A preview of the Scene- and Gameview.](./img/003.png)
![A preview of the Scene- and Gameview.](./img/003.webp)
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2 changes: 1 addition & 1 deletion src/content/docs/toolbox/intro.mdx
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Expand Up @@ -3,7 +3,7 @@ title: BUDDYWORKS Toolbox
description: Various tools for avatars.
---

![BUDDYWORKS Toolbox Banner](./img/banner.png)
![BUDDYWORKS Toolbox Banner](./img/banner.webp)

*Various tools for avatars.*

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4 changes: 2 additions & 2 deletions src/content/docs/toolbox/setup.mdx
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Expand Up @@ -10,8 +10,8 @@ import { Steps } from '@astrojs/starlight/components';

Setup is easy, select your avatar in the hierarchy and add the prefab(s) to your avatar using the toolbar menu.

![The prefabs can be added via the toolbar menu.](./img/001.png)
![Prefabs in Hierarchy.](./img/002.png)
![The prefabs can be added via the toolbar menu.](./img/001.webp)
![Prefabs in Hierarchy.](./img/002.webp)

You can choose which [components](/toolbox/overview/) you want, or all of them at once.

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