rurre / pumkinsavatartools Goto Github PK
View Code? Open in Web Editor NEWA toolbox for easily setting up VRChat avatars in Unity. Adds functionality to the editor and automates some of the tedious tasks.
License: MIT License
A toolbox for easily setting up VRChat avatars in Unity. Adds functionality to the editor and automates some of the tedious tasks.
License: MIT License
I copied everything from one avatar to another and all of my Dynamic Bones except 1 that has the root bone set to an inactive gameobject were copied.
I put the Dynamic Bone outside the inactive gameobject only because emmVRC does not activate global dynamic bones for toggled Dynamic Bones.
Not sure if it's possible, but would be great if tool could support colliders (sphere/capsule) that are under empty game objects, as those are easier to move to desired place.
Getting this with the latest version. Someone told me it might be because I need to set the T-Pose animation for my avatar as a prefab for the program, yet I've never had to do that before (nor would I know how to do such a thing outside of using UMotion).
I get this with Avatars 2.0 and 3.0.
What the heck does it mean by 'mesh prefab'?
if i try to move dynamic bone scripts or constraints or anything it does nothing.
I'd like to request an option to scale audio source max distance when adjusting avatar size. Useful for proximity sensitive on-avatar items like heart beats, or purring sounds.
a button would be great to delete all unassigned/missing scripts of the selected avatar
This tool will error without the VRChat SDK. This is inconvenient when using it in projects other than for VRChat as most of the functions in this tool are not specific to VRChat and the tool itself is incredibly useful even if it is tailored to VR avatar making.
This would also make pumpkin tools work in ChilloutVR related unity projects without the need to also install VRChats SDK.
Proper ChilloutVR CCK support would also be nice but generalizing the tool would be amazing to do.
The calculation from Meter to Feet is in decimal, but show it as Ft'In.
For example 1.5m shows 4'9, but that is actually 4'11
Attached is a fixed version with included finer graduations
https://cdn.discordapp.com/attachments/384108535887298582/950278372989231164/lineup_wall_Fixed.fbx
Hi,
I know that this was mentioned ~3 years ago in #5, however I'm rather confused. On the latest release, there is no way to explicitly copy Game Objects in the way I think should be expected. My avatar has several things attached to the hands and they never get copied over to the new one. I end up having to manually copy and paste them into the new armature.
Could you please help me figure out the correct way to have these copied? I see there's a Transforms
option, though to me that doesn't make as much sense as saying it's Game Objects.
When copying over vrc contact receiver/sender scripts, the Root transform keeps pointing to the object from the template, and is not pointing to the newly created target.
If the latest version or even older versions are in my project dynamic bones no longer remembers settings and all the other tools I have disappear from the tabs at the top. If I delete the folder for pumkins tools the tabs return and dynamic bones returns to normal.
Hi, thanks for your awesome tools. I have just one problem that is easy reproduceable, but really annoying:
If I copy everything over from one avatar to the other, and there are disabled GameObjects, if those GameObjects have other Objects underneath them, they get copied, but get also disabled (but they are enabled in the source hierarchy).
That makes it really annoying if you use that for logic or similar things.
I hope it's not a limitation of the Tools, and just a bug :/
Cheers
PumkinsAvatarTools.cs(1182,42): error CS1061: Type DynamicBone' does not contain a definition for
m_UpdateMode' and no extension method m_UpdateMode' of type
DynamicBone' could be found. Are you missing an assembly reference?
This is an edge case, but losing an avatar always sucks.
I'd like to not go through the process of ripping my own avatar.
A simple tool, called LoadBundle, will let me spawn an instance of my vrchat avatar with every script present, it also includes every material. I am not able to save this however, so it is only a temporary solution that lets me copy over dynamic bones.
I find myself in this weird situation where i have to go through every material on the avatar, and copy > paste the settings to my reimported fbx.
A nice feature to have would be adding the ability to copy over materials with the same names, just like dynamic bones etc.
Don't know if this is possible but if it is it'd be cool to have.
everytime you try and put an animation into pose from animation even if its a simple animation, it will will crash unity instantly
you made 27 commits but no release :c
I know it's possible, i have seen it ingame on multiple avatars.
But the camera module always falls back to a colored background and completely ignores the alpha values.
Can you work on something like this?
Thanks
Pumpkin Avatar Tools cannot find the SDK when using a Creator Companion project. Breaks PhysBone and Contact copier.
PumkinsAvatarTools/Scripts/Editor/_DependencyChecker.cs
Lines 118 to 136 in 5543718
having constrains on avatar im using copy components transforms
but due to constrains it breaks most of the time
would be nice to turn all constrains on avatar while copying or to turn off like dynamic bones
Values for radius of colliders and some other things for some reason need to be divded by 100 in order to be the correct size whenever transfer occurs.
Hi, again ;)
I found another bug, it's not that easy reproducable, but it happend several times by now. If you copy the VRC Avatar Descriptor over, it sometimes messes up the Animation Layer settings under Playable Layers. It basically messes up the Descriptor it self, not only the settings. I'm not sure if its just a cosmetic problem with the UI, or the descriptor script it self...
I have some screenshots, the upper one is the original, the second one is the copied version.
Cheers
Upon importing greeted with script compliation error:
Assets\PumkinsAvatarTools\Scripts\Editor\PumkinsAvatarTools.cs(5209,50): error CS0029: Cannot implicitly convert type 'System.Collections.Generic.List<DynamicBoneCollider>' to 'System.Collections.Generic.List<DynamicBoneColliderBase>'
I only copy certain things over from avatar to avatar and since the newest version 1.0 the settings dont save.
I didn't check any more than just this, but at least the PhysBone transform ranking is incorrect.
Check here for the correct values.
In this case, the avatar has 84 PhysBone transforms, which marks it as a Medium (Good's threshhold is at 64, so <64 PB transforms on PC drops you to Medium).
Your Avatar Info panel incorrectly calls that a Good rank.
Root Game Object
├ Avatar A
│└ Object include Dynamic Bone 1
└ Avatar B
↓ Copy
Root Game Object
├ Avatar A
│└ Object include Dynamic Bone 1
└ Avatar B
└ Object include Dynamic Bone 1
Root Game Object
├ Avatar A
│└ Object include Dynamic Bone 1
└ Avatar B
↓ Copy
Root Game Object
├ Avatar A
│└ Object include Dynamic Bone 1
└ Avatar B
└ Avatar A
└Object include Dynamic Bone 1
Perhaps there is a problem with FindTransformInAnotherHierarchy()
or CopyAllDynamicBonesNew()
.
Run a copy with the same hierarchy as Current Behavior
.
Use latest SDK3(Avatars), latest Dynamic Bones, PumkinsAvatarTools v0.19b
This problem can be solved by changing the avatar location, but I've heard that v0.9.2b will allow this tool to be used in UDON world, so I'll let you know this.
When attempting to upload an avatar with the tools imported, fails to upload, creates a prefab_id prefab of the model in the assets and reports a:
FileNotFoundException: C:/Users/SEVAST~1/AppData/Local/Temp/DefaultCompany/TestProject/prefab-id-v1_avtr_ca9d5709-7068-4f37-b5ae-31ab7dd2866a_8180208465.prefab.unity3d does not exist
System.IO.File.Move (System.String sourceFileName, System.String destFileName) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
Issue not present when tools are removed in the same project.
After importing the package, I was given the error:
Assets\PumkinsAvatarTools\Scripts\Editor\PumkinsAvatarTools.cs(6838,81): error CS0117: 'LogType' does not contain a definition for 'Log'
I've tried using older versions from the discord, but I still get the same error. Looking through the FAQ on the discord didn't show anything relevant to my issue either.
The new Avatar Dynamics SDK (VRCSDK3-AVATAR-2022.04.21.03.29) refuses to load if Pumkin is present within the unity project. Deleting the pumkin folder immediately solves this and loads the SDK.
Will add console messages shortly.
The tools tab that makes the entire package work disappeared this morning when I loaded the package.
Reimporting changed nothing. Deleting and re-adding changed nothing.
Nothing I tried changed anything. Is there a way to force the tools menu to open or is it just.. gone forever?
add a function that deletes and re-applies all dynamic bones (with prior settings) on an avatar fresh, to reset their starting positions.
I'm using a fresh install of Unity(Ver. 2018.4.20f1) with the VRChat SDK and this plugin, whenever I try importing avatar tools it displays these two messages and the toolbox never appears.
Assets\PumkinsAvatarTools\Scripts\Editor\PumkinsAvatarTools.cs(4090,65): error CS0246: The type or namespace name 'DynamicBone' could not be found (are you missing a using directive or an assembly reference?)
Assets\PumkinsAvatarTools\Scripts\Editor\PumkinsAvatarTools.cs(4093,60): error CS1503: Argument 1: cannot convert from 'DynamicBone[]' to 'UnityEngine.Object'
It seems that the Scale option no longer shows the ruler wall when pressed in 0.9b
This is due the prefab not having the mesh and materials from the model set.
easy fix but will give you a heads up through this too (posted it on discord too)
When using Copy Components with Audio Sources checked (along with all suboptions selected), although the sound gameobjects and Audio Source components are copied over, the VRC Spatial Audio Source component is not. I do see that it is a Script, and presume there are issues copying scripts? But I am unsure, so wanted to submit this as a potential issue just in case.
I assume it's from copying skinned mesh from other ava., 0.5b was used.
BB looks kinda the same on all borked ones - at the bottom of feet.
It would be neat if the tools had a toggle to replace all custom shaders with the default ones while enabled so one can preview how the own avatar would look to people without shaders enabled
You cannot shove Pumkins into subfolders which I like to do for organization. Doing so causes the console to output errors about being unable to find namespaces for VRCSDK2, so it needs to always be in the assets root.
Is it possible to resolve this? I was using .9b but could recreate it on the newest version.
this tool has been a god send for copying components, however i have noticed it will not copy over VRC Station components on avatars, could this be added?
I would like if the active state and bounding box of a gameobject were copied with the Copy Components function.
When I copy an avatars components I always have to go back and fix the bounds and active state.
I disable unused colliders/dynamic bone objects per outfit, so having to go through and fix that can be quite annoying and taxing.
I also set my bounds myself so I do not disappear at weird angles.
Please add the option to copy them instead.
This issue happens on the latest v1.3
I noticed that the copy components function wasn't copying cloth components, and after a search of Discord I noticed it was only mentioned mid-2020 and that it would require a bit more work to get it implemented. Therefore, to avoid any potential inadvertent bug reports, I figured I'd post this suggestion/request for whenever it might be possible to implement. :)
Thank you!
The latest release does not include the dependency checker files so the ad-don fails to compile
I've been having a continuous problem with an avatar I'm trying to recover. Basically, I'm trying to add on the dynamic bones for the shader, which is always inconsistent with the vrca FACS avatar. I am also given a message on the bottom saying that the armature scale is not set to 1. Below is a picture of it. If yo ucould tell me if I am doing something wrong or if there is an issue with the PumpinsAvatarTool, it would be greatly appreciated if you can help me in any way. Thank you,
I realized while working on a model that I'd like to be able to consolidate all dynamic bone components to the root to work on so all the dynamic bone components are in one place rather than exploring the armature and potentially missing bones if you happen to have an avatar with a weird bone hierarchy (like how hair can be sometimes, I've missed this damn piece of hair like eight times)
. This reduces the chances I'd lose one. Perhaps a button to move them back to their respective roots would come in handy later, but I'm still rather novice and as far as I'm aware, the location of the components don't matter as long as the root is assigned correctly.
I don't know if this is actually possible, though.
Assets\PumkinsAvatarTools\Scripts\Editor\Data\PumkinsAvatarInfo.cs(8,19): error CS0234: The type or namespace name 'Validation' does not exist in the namespace 'VRC.SDKBase' (are you missing an assembly reference?)
Assets\PumkinsAvatarTools\Scripts\Editor\Data\PumkinsAvatarInfo.cs(9,19): error CS0234: The type or namespace name 'Validation' does not exist in the namespace 'VRC.SDKBase' (are you missing an assembly reference?)
Assets\PumkinsAvatarTools\Scripts\Editor\Data\PumkinsAvatarInfo.cs(17,9): error CS0246: The type or namespace name 'AvatarPerformanceStats' could not be found (are you missing a using directive or an assembly reference?)
Not sure what any of this means, but its keeping me from finishing an avatar, upon importing an older, most likely depreciated version it crashes after exiting PlayMode.
I can't copy dynamic bones because it says they aren't found.
I tried uninstalling and reinstalling dynamic bones
I also tried using different versions
And i still get the same thing "Dynamic Bones (Not Found)"
Thanks for the tool!
One minor missing feature is the ability to copy gameobjects (props, audio, etc.) to new models.
(Please Disregard)
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