Docs updates
@ -18,7 +18,7 @@ This can also be useful in base avatars as well - to sync up blendshapes between
|
||||
|
||||
Blendshape Sync always copies the same value from one renderer's blendshape to another. If the scale or animation curves need to be different, then it will not work properly.
|
||||
|
||||
Blendshape Sync does not support copying values where the blendshape name isn't exactly the same on both renderers.
|
||||
Blendshape Sync cannot be chained - that is, you can copy from A to B and A to C, but you can't copy from A to B and B to C.
|
||||
|
||||
## Setting up Blendshape Sync
|
||||
|
||||
|
@ -2,28 +2,26 @@
|
||||
|
||||
![Bone Proxy](bone-proxy-compare.png)
|
||||
|
||||
The Bone Proxy allows you to place objects from your prefab inside of objects that are part of the original avatar.
|
||||
For example, in the [Clap sample](../samples/#clap), this is used to place contacts inside the avatar's hands.
|
||||
Bone Proxyは、プレハブのオブジェクトを元アバターのオブジェクトの中に配置させるためのコンポーネントです。
|
||||
たとえば、[Clapのサンプル](../samples/#clap)では、コンタクトをアバターの手の中に仕込むために使われます。
|
||||
|
||||
Bone Proxy will also adjust any animators referencing the old location of the objects so that they reference the
|
||||
new paths after the objects are moved.
|
||||
オブジェクトの元の位置を参照するアニメーションも新しいパスを引用するように修正されます。
|
||||
|
||||
## When should I use it?
|
||||
## いつ使うのか
|
||||
|
||||
Bone Proxy should be used when you have objects that you want to place inside of existing objects inside the avatar.
|
||||
アバターの既存オブジェクトの中にオブジェクトを配置したいときに使います。
|
||||
|
||||
## When shouldn't I use it?
|
||||
## 非推奨の使い方
|
||||
|
||||
Bone Proxy isn't intended to be used to configure clothing. Try using [Merge Armature](merge-armature.md) instead.
|
||||
衣装の導入には向いていません。代わりに[Merge Armature](merge-armature.md)を使いましょう。
|
||||
|
||||
## Setting up Bone Proxy
|
||||
## 使い方
|
||||
|
||||
Add the Bone Proxy component to an object in your prefab, and drag the destination of this object to the "Target" field.
|
||||
The Bone Proxy-annotated object will then be placed inside the target object.
|
||||
Bone Proxyコンポーネントをオブジェクトに追加して、移動先をターゲット欄で指定します。
|
||||
追加されたオブジェクトがターゲットオブジェクトの中に移動されます。
|
||||
|
||||
### Usage in prefabs
|
||||
### プレハブ内の使い方
|
||||
|
||||
The Bone Proxy component automatically translates the object you specify into a humanoid bone and relative path reference.
|
||||
This ensures that it can restore this reference automatically after it is saved in a prefab.
|
||||
指定されたオブジェクトがヒューマノイドボーンとその下のパスとして保存されるので、プレハブ化してもターゲットの引用を復元できます。
|
||||
|
||||
If you want to adjust the internal references, you can see them in the Advanced foldout.
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||||
内部設定を見たい場合は、詳細設定の中で見れます。
|
After Width: | Height: | Size: 88 KiB |
@ -0,0 +1,39 @@
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||||
---
|
||||
sidebar_position: 5
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||||
sidebar_label: Distributing Prefabs
|
||||
---
|
||||
import ReactPlayer from 'react-player'
|
||||
|
||||
# Distributing Prefabs
|
||||
|
||||
Modular Avatar is designed to make things easier for prefab authors, by allowing them to distribute prefabs which can be installed by simply dragging and dropping onto the avatar.
|
||||
Here are some recommendations for how to best structure prefabs based on Modular Avatar.
|
||||
|
||||
## Guide your users to the official distribution point for Modular Avatar
|
||||
|
||||
Including a copy of Modular Avatar in your prefab's distribution is permitted by the license. However, this could result in users installing a very old version, or even accidentally downgrading and breaking their other prefabs.
|
||||
I strongly recommend guiding users to the official distribution point for Modular Avatar, which is the [Modular Avatar GitHub repository](https://github.com/bdunderscore/modular-avatar/releases).
|
||||
|
||||
In the future, I intend to provide a VCC-based installation method, which should make things even easier. This is waiting on improvements to VCC itself, however.
|
||||
|
||||
## Use nested prefabs for compatibility with non-ModularAvatar setups
|
||||
|
||||
If you add a Modular Avatar component to a prefab, users will be unable to use that prefab without installing Modular Avatar.
|
||||
Some users might prefer not to use Modular Avatar for whatever reason. If you wish to support this, you can use nested prefabs to separate out the core of your outfits from the Modular Avatar configuration.
|
||||
|
||||
If you've not worked with nested prefabs before, here's how to do this:
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||||
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||||
1. Create your outfit prefab as normal.
|
||||
2. Open your prefab in prefab mode (double-click it in the project view).
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||||
![Prefab mode](prefab-mode.png)
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||||
3. Drag the root of your prefab to the project window. When a window pops up, click Create Base. Rename the file to something you'll remember (e.g. `Outfit without Modular Avatar`)
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||||
<ReactPlayer playing muted loop playsinline url='/img/creating-base.mp4' />
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||||
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||||
Once you've done this, you can set up modular avatar components on the original prefab, and set any non-modular avatar settings on the base prefab you just created.
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||||
An easy way of applying such settings is using the prefab overrides menu - you can make changes in a test scene, then select which prefab to apply those changes to afterward.
|
||||
|
||||
![Apply as override](apply-as-override.png)
|
||||
|
||||
## Use internal parameters on your animator gimmicks
|
||||
|
||||
Using [internal parameters](../reference/parameters.md) can help avoid clashing with other prefabs. Internal parameters are automatically renamed to a unique name at build time, ensuring you won't have any name clashes.
|
After Width: | Height: | Size: 163 KiB |
Before Width: | Height: | Size: 310 KiB |
Before Width: | Height: | Size: 310 KiB |
Before Width: | Height: | Size: 979 B |
Before Width: | Height: | Size: 211 KiB |
Before Width: | Height: | Size: 96 KiB |
Before Width: | Height: | Size: 46 KiB |
Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 78 KiB |
Before Width: | Height: | Size: 310 KiB |
@ -4,26 +4,23 @@ sidebar_position: 1
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||||
|
||||
# Modular Avatar
|
||||
|
||||
Modular Avatar is a suite of **non-destructive** tools for modularizing your avatars, and for distributing avatar
|
||||
components.
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||||
With Modular Avatar, adding a new outfit or gimmick to your avatar is as easy as drag-and-drop!
|
||||
Modular Avatar(モデュラーアバター)は、**非破壊的な**アバター製作用、そしてアバター部品の配布補助ツールの集まりです。
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||||
Modular Avatarを使えば、ドラッグアンドドロップだけでアバターに新しい衣装やギミックを導入できます!
|
||||
|
||||
Modular Avatar's features are packaged as individual components, which can be added as needed. You can opt-in to just the features
|
||||
you want to use. It can automatically merge outfits onto your avatar, build an animator out of multiple components, and much more.
|
||||
Modular Avatarの機能はそれぞれコンポーネントとして提供され、必要に応じて必要な機能だけ追加できます。自動的に衣装を統合したり、複数のアセットからアニメーターを構築したり、様々な面で製作を補助します。
|
||||
|
||||
:::caution
|
||||
|
||||
Modular Avatar is still in development, and is not yet ready for production use. Backwards-incompatible changes may
|
||||
be made prior to version 1.0. As such, it is not recommended to distribute prefabs based on Modular Avatar until the
|
||||
1.0 release.
|
||||
Modular Avatarは開発途中であり、まだ本格運用が非推奨です。1.0までは互換性が補助されない変更が入る可能性があります。Modular Avatarを応用したプレハブの配布は
|
||||
1.0まで待つことをお勧めします。
|
||||
|
||||
:::
|
||||
|
||||
To install Modular Avatar, download and import the `unitypackage` file from the "Assets" section on [the latest release](https://github.com/bdunderscore/modular-avatar/releases).
|
||||
Modular Avatarをインストールするには、[最新リリース]のAssets項目から`unitypackage`ファイルをダウンロードして、インポートしてください。
|
||||
|
||||
Then, check out one of the tutorials below:
|
||||
* [Simple clothing setup](tutorials/clothing)
|
||||
その後の手順に関しては以下のチュートリアルを見てください
|
||||
* [簡単な衣装セットアップ](tutorials/clothing)
|
||||
|
||||
You can also check out some of the [detailed reference documentation](reference) on individual components.
|
||||
コンポーネントごとの[詳細ドキュメンテーション](reference)もあります。
|
||||
|
||||
Finally, if you are developing your own prefabs using Modular Avatar, check out the [page on prefab distribution](distributing-prefabs).
|
||||
また、Modular Avatarを応用したアセットを開発する場合は、[アセット配布のアドバイス](distributing-prefabs)もご確認ください。
|
After Width: | Height: | Size: 14 KiB |
@ -0,0 +1,41 @@
|
||||
import ReactPlayer from 'react-player'
|
||||
|
||||
# Blendshape Sync
|
||||
|
||||
![Blendshape Sync](blendshape-sync.png)
|
||||
|
||||
Blendshape Syncコンポーネントは、指定したレンダラーのBlendshapeが常に別のレンダラーと同じ値にします。
|
||||
|
||||
<ReactPlayer controls muted loop playsinline url='/img/blendshape-sync.mp4' />
|
||||
|
||||
## いつ使うものですか?
|
||||
|
||||
アバターに体格を変えるブレンドシェープがある場合が多いです。そのようなアバターの衣装を製作、または導入していて、衣装にも同じ体格調整Blendshapeがある場合はBlendshape Syncの導入をお勧めします。
|
||||
|
||||
また、アバターを作っている方にも、オブジェクトを分岐してる場合、各オブジェクトの体格調整Blendshapeを合わせるためにも便利です。
|
||||
|
||||
## 非推奨の場合
|
||||
|
||||
Blendshape Syncは一つのレンダラーのBlendshapeを別のレンダラーにそのまま映します。
|
||||
スケールやカーブを変える必要のある場合は非対応です。
|
||||
|
||||
Blendshape Syncは連鎖的に使うことができません。A→BとA→Cなら大丈夫ですが、A→BとB→Cは正しく動作しません。
|
||||
|
||||
## 設定方法
|
||||
|
||||
レンダラー付きオブジェクトにBlendshape Syncを追加してください。そして、+ボタンを押して選択ウィンドウを開きます。
|
||||
|
||||
![Selection window](blendshape-select-1.png)
|
||||
|
||||
Blendshapeをダブルクリックで同期するリストに追加してください。必要なBlendshapeをすべて追加したら、Xでエディタウィンドウを閉じます。
|
||||
|
||||
複数のオブジェクトを選択して、ひとくくりでの編集も対応しています。
|
||||
|
||||
また、Blendshapeの名前が異なる場合は、追加した後にコピー先のBlendshape名を変更できます。
|
||||
|
||||
### 細かい仕様
|
||||
|
||||
以下の二つの処理が入ります。
|
||||
|
||||
* エディタ上では、常に元オブジェクトからBlendshape値をコピーすることで、エディタ上でも元オブジェクトのBlendshape値の変更が直ちに反映されます。
|
||||
* プレイモード、そしてアップロード時では、元オブジェクトのBlendshapeをアニメーションしている場合、そのアニメーションを調整し、同期先のオブジェクトのBlendshapeにも同じアニメーションを適用させます。
|
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 87 KiB |
After Width: | Height: | Size: 185 KiB |
@ -0,0 +1,29 @@
|
||||
# Bone Proxy
|
||||
|
||||
![Bone Proxy](bone-proxy-compare.png)
|
||||
|
||||
The Bone Proxy allows you to place objects from your prefab inside of objects that are part of the original avatar.
|
||||
For example, in the [Clap sample](../samples/#clap), this is used to place contacts inside the avatar's hands.
|
||||
|
||||
Bone Proxy will also adjust any animators referencing the old location of the objects so that they reference the
|
||||
new paths after the objects are moved.
|
||||
|
||||
## When should I use it?
|
||||
|
||||
Bone Proxy should be used when you have objects that you want to place inside of existing objects inside the avatar.
|
||||
|
||||
## When shouldn't I use it?
|
||||
|
||||
Bone Proxy isn't intended to be used to configure clothing. Try using [Merge Armature](merge-armature.md) instead.
|
||||
|
||||
## Setting up Bone Proxy
|
||||
|
||||
Add the Bone Proxy component to an object in your prefab, and drag the destination of this object to the "Target" field.
|
||||
The Bone Proxy-annotated object will then be placed inside the target object.
|
||||
|
||||
### Usage in prefabs
|
||||
|
||||
The Bone Proxy component automatically translates the object you specify into a humanoid bone and relative path reference.
|
||||
This ensures that it can restore this reference automatically after it is saved in a prefab.
|
||||
|
||||
If you want to adjust the internal references, you can see them in the Advanced foldout.
|
After Width: | Height: | Size: 7.8 KiB |
@ -0,0 +1,26 @@
|
||||
# First Person Visible
|
||||
|
||||
![First person visible component](first-person-visible.png)
|
||||
|
||||
This component can be used to make a GameObject placed under the Head bone visible in first-person view.
|
||||
|
||||
## When should I use it?
|
||||
|
||||
When you want to see your own hair, or other accessories attached to your head, without needing to look in a mirror.
|
||||
|
||||
## When shouldn't I use it?
|
||||
|
||||
This component cannot be used as the child of a PhysBone chain (you can add it in the parent instead).
|
||||
|
||||
Using this component on _all_ children of the Head can be distracting, as your bangs continually get in the way.
|
||||
|
||||
Finally, the processing involved in this component is somewhat heavyweight, and may result in slower build times.
|
||||
|
||||
## Setting up First Person Visible
|
||||
|
||||
Just attach a First Person Visible component under a child of the Head bone. There are no configuration options to set.
|
||||
|
||||
The component will automatically generate a clone of the Head bone, which is connected to the real head bone using a parent constraint.
|
||||
Only one constraint will be generated, even if multiple First Person Visible components are used. As such, the performance impact of this component is the same whether you use one or dozens.
|
||||
|
||||
Due to technical limitations on the Quest, this component has no effect when building for Quest standalone.
|
@ -0,0 +1,8 @@
|
||||
---
|
||||
sidebar_position: 4
|
||||
sidebar_label: コンポーネントの詳細説明
|
||||
---
|
||||
|
||||
# コンポーネントの詳細説明
|
||||
|
||||
ここの件に、Modular Avatarの各コンポーネントの詳細説明ページがあります。
|
@ -0,0 +1,29 @@
|
||||
# Menu Installer
|
||||
|
||||
The Modular Avatar Menu Installer allows you to easily add menu items to the avatar's expressions menu.
|
||||
Unlike the other components, it is not fully automatic, and requires the end-user to select which menu to install to.
|
||||
|
||||
![Menu Installer](menu-installer.png)
|
||||
|
||||
## When should I use it?
|
||||
|
||||
When you have a menu item to add!
|
||||
|
||||
## How do I use it?
|
||||
|
||||
### End-users
|
||||
|
||||
By default, the prefab's menu will be installed at the top level of your avatar's action menu.
|
||||
If that's what you want, you're done! Otherwise, click "Select Menu" and double-click the menu you want to install the prefab's controls to.
|
||||
|
||||
If the selected menu gets full, it will be automatically split into multiple pages (submenus).
|
||||
|
||||
If you want to disable the menu installation entirely, click the disable checkbox in the upper-left of the menu installer inspector.
|
||||
|
||||
### Prefab developers
|
||||
|
||||
First, create an expressions menu with the controls you want to add. This menu will be _appended_ to a selected submenu of the avatar's Expressions Menu tree.
|
||||
As such, if you want a submenu of your own, you will need to create two menu assets: One for the submenu control, and one for the inner menu itself.
|
||||
|
||||
Add a Menu Installer component to your prefab, at the same level as your [Parameters](parameters.md) component.
|
||||
Then, open the Prefab Developer Options tag, and add the desired menu to "Menu to install". Done!
|
After Width: | Height: | Size: 34 KiB |
After Width: | Height: | Size: 48 KiB |
@ -0,0 +1,51 @@
|
||||
# Merge Animator
|
||||
|
||||
![Merge Animator](merge-animator.png)
|
||||
|
||||
The merge animator component will add the provided animator to a specified layer of the avatar it is added to. This can be used to make complex AV3 gimmicks that install themselves just by dragging and dropping onto an avatar.
|
||||
|
||||
[Two samples](../samples/) are included that use this component: A hand-clap effect, and a finger-pen gimmick.
|
||||
|
||||
## When should I use it?
|
||||
|
||||
Merge Animator should be used when you have animations you'd like to play back as part of your gimmick.
|
||||
|
||||
## When shouldn't I use it?
|
||||
|
||||
Merge Animator adds to, but does not replace existing animator layers. If you want the end-user to completely replace an animator layer, it may be better to have them replace it in the avatar descriptor in the traditional way.
|
||||
|
||||
## Setting up Merge Animator
|
||||
|
||||
Add the Merge Animator component to an object in your prefab, and attach the animator in the "Animator to merge" field. Set the "Layer Type" field to the avatar layer this should be added to (e.g. FX).
|
||||
|
||||
### Recording animations
|
||||
|
||||
By default, paths in your animator are interpreted as relative to the merge animator component. This makes it easy to record new animations, provided you're animating object underneath the Merge Animator component.
|
||||
|
||||
Just attach an Animator component to your GameObject, and you can use the Animation panel to record animations:
|
||||
|
||||
![Recording an animation using Merge Animator](merge-animator-record.png)
|
||||
|
||||
As a development convenience, you can check the "Delete attached animator" box to remove the animator component at build time.
|
||||
|
||||
### Humanoid bone animations
|
||||
|
||||
Animations that move humanoid bones ignore the relative path logic, and will always apply to the overall avatar. As such most humanoid animations (e.g. AFK animations) can be used as-is.
|
||||
|
||||
### Absolute path mode
|
||||
|
||||
If you want to animate objects that are already attached to the avatar (that aren't under your object), set the path mode to "Absolute". This will cause the animator to use absolute paths, and will not attempt to interpret paths relative to the Merge Animator component.
|
||||
This means you will need to record your animations using the avatar's root animator instead.
|
||||
|
||||
### Write Defaults
|
||||
|
||||
By default, the write defaults state of your animator will not be changed. If you want to ensure that the WD settings of your animator states always matches the avatar's animator, click "Match Avatar Write Defaults".
|
||||
This will detect whether the avatar is using write defaults ON or OFF states consistently, and if so your animator will be adjusted to match. If the avatar is inconsistent in its use of write defaults, your animator will be unchanged.
|
||||
|
||||
## Limitations
|
||||
|
||||
### VRCAnimatorLayerControl
|
||||
|
||||
Currently, Merge Animator only supports VRCAnimatorLayerControl state behaviors which reference layers within the same animator.
|
||||
If you intend to use this support, ensure the `Playable` field matches the layer set on the Merge Animator component, and set the `Layer`
|
||||
field to be the index of the layer within your animator.
|
After Width: | Height: | Size: 20 KiB |
@ -0,0 +1,44 @@
|
||||
# Merge Armature
|
||||
|
||||
The Merge Armature component merges a tree of GameObjects onto the armature of the avatar.
|
||||
|
||||
![Merge Armature](merge-armature.png)
|
||||
|
||||
## When should I use it?
|
||||
|
||||
The Merge Armature component is designed specifically for clothing prefabs, and includes special logic for updating existing Skinned Mesh Renderer references and minimizing the number of generated bones. You should use it if you intend to create a skinned mesh which tracks the avatar's armature.
|
||||
|
||||
## When shouldn't I use it?
|
||||
|
||||
The Merge Armature component is not designed for use in prefabs that are intended to be able to apply generically to many different avatars. It would not be a good fit for a finger-pen prefab, for example.
|
||||
|
||||
Because the Merge Armature component assumes that the bones you are binding to do not move, it is not able to generalize to avatars other than the one it was set up with.
|
||||
|
||||
## Setting up Merge Armature
|
||||
|
||||
After adding the Merge Armature component to the root of the source hierarchy, drag the avatar's corresponding bone (where these should be merged to) onto Merge Target. Prefix and Suffix will normally be set automatically.
|
||||
|
||||
## How does it work?
|
||||
|
||||
Merge Armature will walk the tree of GameObjects under the GameObject it is attached to, and search for the corresponding bone in the base avatar by name. For better compatibility with existing avatars, you can optionally specify a prefix and/or suffix which will be removed from the merged bones when looking for a match.
|
||||
If a match is found, Merge Armature will attempt to rewrite references to the merged bone to instead point to the base avatar's corresponding bone. In some cases this is not possible, and a child bone will be created instead.
|
||||
If a match is not found, a child bone will be created under the corresponding parent bone.
|
||||
|
||||
Merge Armature goes to a lot of trouble to ensure that components configured on the source hierarchy, or pointing to it, Just Work (tm). In particular, it will:
|
||||
* Update animator references to point to the appropriate position, depending on what properties are being animated (e.g. transform animations will point to the post-merge bone, GameObject active animations will point to the source heirarchy)
|
||||
* PhysBones and contacts will have their target field updated to point to the new merged bones. This will happen even if the PhysBone is not located under the Merge Armature component.
|
||||
* Other components will remain on the source hierarchy, but constraints will be generated to track the merged hierarchy.
|
||||
|
||||
Merge Armature will leave portions of the original hierarchy behind - specifically, if they contain any components other than Transforms, they will be retained, and otherwise will generally be deleted.
|
||||
Where necessary, PhysBone objects will have their targets updated, and ParentConstraints may be created as necessary to make things Just Work (tm).
|
||||
|
||||
## Locked mode
|
||||
|
||||
If the locked option is enabled, the position and rotation of the merged bones will be locked to their parents in the editor. This is a two-way relationship; if you move the merged bone, the avatar's bone will move, and vice versa.
|
||||
|
||||
This is intended for use when animating non-humanoid bones. For example, you could use this to build an animator which can animate cat-ear movements.
|
||||
|
||||
## Object references
|
||||
|
||||
Although the editor UI allows you to drag in a target object for the merge armature component, internally this is saved as a path reference.
|
||||
This allows the merge armature component to automatically restore its Merge Target after it is saved in a prefab.
|
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 32 KiB |
After Width: | Height: | Size: 14 KiB |
@ -0,0 +1,42 @@
|
||||
# Parameters
|
||||
|
||||
The Modular Avatar Parameters component allows you to define the animator parameters your prefab uses either internally, or to communicate with other components.
|
||||
It allows the end-user to easily rename parameters to avoid conflicts, or to wire up multiple prefabs without having to alter animators directly.
|
||||
It also allows for automatic configuration of synced parameters.
|
||||
|
||||
The Parameters component has two display modes: One for end-users of prefabs, and one for prefab developers.
|
||||
End-users can rename fields, and configure their AV3 parameters settings (saved state and default value).
|
||||
Developers can adjust the sync type and set parameters to be internal/hidden from end-users.
|
||||
|
||||
![End-user display](parameters-enduser.png) ![Developer display](parameters-devmode.png)
|
||||
|
||||
## When should I use it?
|
||||
|
||||
The Parameters component should be used when you're building a prefab which makes use of animator parameters other than VRChat builtins.
|
||||
|
||||
## How do I use it?
|
||||
|
||||
### End-users
|
||||
|
||||
The parameters component on prefabs can be used to rename parameters to avoid conflicts, and to adjust whether synced parameters are saved across avatar reloads (and their default value).
|
||||
By renaming multiple prefab parameters to be the same, you can make them all share the same state and animate at the same time.
|
||||
Alternately, by changing conflicting names to be different, you can resolve prefab conflicts.
|
||||
|
||||
### Prefab developers
|
||||
|
||||
Add the parameters component to the root of your prefab, and click "Show Prefab Developer Options". You'll see a list of all parameters used in your prefab.
|
||||
|
||||
Each parameter can be configured with the following options:
|
||||
|
||||
* Internal - Hides the parameter, and automatically renames the parameter with a unique name.
|
||||
* PhysBones Prefix - Indicates this is a parameter passed to a PhysBone "parameter" field (and thus it really references a number of sub-parameters)
|
||||
* Sync Mode - Indicates if a parameter is synced, and if so what its type is
|
||||
|
||||
Parameters components can be nested. This lets you build up a complex prefab out of sub-prefabs, some which may be added multiple times, and while avoiding parameter name conflicts.
|
||||
|
||||
Parameter renaming will be applied to the following components underneath (or on the same GameObject as) the Parameters component:
|
||||
* [Modular Avatar Merge Animator](merge-animator.md)
|
||||
* [Modular Avatar Menu Installer](menu-installer.md)
|
||||
* VRC Physics Bone
|
||||
* VRC Contact Receiver
|
||||
* Animator (although this is unlikely to be very useful)
|
@ -0,0 +1,30 @@
|
||||
---
|
||||
sidebar_position: 3
|
||||
sidebar_label: サンプルアセット
|
||||
---
|
||||
|
||||
# サンプルアセット
|
||||
|
||||
Modular Avatarには、機能の使い方を見せるためのサンプルプレハブがいくつか同封されています。Projectウィンドウの中で、`Packages -> Modular Avatar -> Samples`に入っています。
|
||||
|
||||
![サンプルの場所](wheretofind.png)
|
||||
|
||||
## 指ペン(Fingerpen)
|
||||
|
||||
どこでも使える、便利な指ペンプレハブ。
|
||||
アバターにオブジェクトを追加するだけで導入が完了します(アクションメニュー直下に導入されます)。
|
||||
メニュー位置を調整したい場合は、Menu Installerコンポーネントの中のSelect Menuボタンを押して、追加させたいメニューを選んでください。
|
||||
|
||||
指ペンプレハブは以下の機能のサンプルとなっています。
|
||||
|
||||
* [Merge Animator](../reference/merge-animator.md)でアニメーターをインストール
|
||||
* [同期パラメーター](../reference/parameters.md)の自動設定
|
||||
* [メニュー](../reference/menu-installer.md)の自動インストール
|
||||
* [Bone Proxy](../reference/bone-proxy.md)で、様々のアバターに対応した、アバターのボーンにオブジェクトを導入する方法
|
||||
|
||||
## 拍手(Clap)
|
||||
|
||||
Clapプレハブをアバターに入れることで、手を合わせると拍手の効果音が流れ、パーティクルがでます。
|
||||
指ペンと同様、Select MenuでON・OFFスイッチの位置を指定できます。
|
||||
|
||||
指ペンでも紹介される機能のほかにも、Contact Receiverの値を内部パラメーターにすることで、他のアセットとの干渉を避ける仕組みのサンプルとなっています。
|
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 76 KiB |
@ -0,0 +1,54 @@
|
||||
---
|
||||
sidebar_position: 1
|
||||
sidebar_label: 簡単な衣装セットアップ
|
||||
---
|
||||
|
||||
# 簡単な衣装セットアップ
|
||||
|
||||
## チュートリアル
|
||||
|
||||
Modular Avatarを使えば、ワンクリックで簡単な衣装を導入できます。やってみましょう!
|
||||
|
||||
今回はかぷちやさんの[セーラーワンピース](https://capettiya.booth.pm/items/3795694)を長兎路こよりさんの[あのんちゃん](https://booth.pm/ja/items/3564947)に導入します。
|
||||
VRCSDKやModular Avatar自体の導入や、各アセットのインポートが終わったところから始めます。
|
||||
|
||||
まずは衣装のプレハブをそのままアバターの中に置きます。
|
||||
|
||||
![手順1](step1.png)
|
||||
|
||||
次に、衣装オブジェクトを右クリックし、`[ModularAvatar] Setup Outfit`を選択します。
|
||||
|
||||
![手順2](step2.png)
|
||||
|
||||
アニメーターセットアップはお好きな方法でできます。この`SailorOnepiece_Anon_PB`オブジェクトをON/OFFすることで衣装全体を表示・非表示にできます。
|
||||
テストのため、一旦手動で元の衣装をオフにしましょう。
|
||||
|
||||
プレイモードに入れば、ちゃんと衣装がアバターのアーマチュアに追従していることがわかります。
|
||||
|
||||
![こいつ、動くぞッ!](it_moves.png)
|
||||
|
||||
衣装を外したいときは、普通にヒエラルキーから削除するだけでOKです。
|
||||
|
||||
:::tip
|
||||
|
||||
Modular Avatarでは、元々のアバターや衣装プレハブをUnpackする必要はありません!これで新バージョンが出たときなど、アバターや衣装のバージョン更新が楽ちん!
|
||||
|
||||
:::
|
||||
|
||||
## ここで一体何が起きた?!
|
||||
|
||||
`Setup Outfit`を選択すると、Modular Avatarが自動的に衣装の中のアーマチュアを見つけ出して、[Merge Armature](../../reference/merge-armature.md)コンポーネントを追加します。
|
||||
|
||||
![セットアップ後](after_setup.png)
|
||||
|
||||
このコンポーネントはプレイモードに入った瞬間、衣装のボーンヒエラルキーを自動的に元のアバターに統合させます。統合する過程で、不要なボーンを最小限にしつつ、
|
||||
Physics Bone等のアクティブコンポーネントを元の位置に残すことで難しいことを考えずにアニメーター製作できるように調整します。
|
||||
|
||||
プレイモードでアバターを開くと、統合後の状態が見れます。
|
||||
|
||||
![プレイモードのアーマチュア](play_mode_armature.png)
|
||||
|
||||
見ての通り、新衣装用のボーンがアバターのアーマチュアに追加されたが、共通ボーンが元のアバターのアーマチュアに統合されます。
|
||||
(ちなみにボーンの位置をずらして調整しても大丈夫です!)
|
||||
|
||||
ちょっとごちゃごちゃになっていますが、プレイモードから出れば元通りの片付いた状態に戻ります。
|
After Width: | Height: | Size: 272 KiB |
After Width: | Height: | Size: 34 KiB |
After Width: | Height: | Size: 380 KiB |
After Width: | Height: | Size: 44 KiB |
@ -0,0 +1,10 @@
|
||||
---
|
||||
sidebar_position: 2
|
||||
sidebar_label: チュートリアル
|
||||
---
|
||||
|
||||
# チュートリアル
|
||||
|
||||
Modular Avatarを使ったセットアップ方法を紹介するチュートリアルがいくつかあります。
|
||||
|
||||
* [簡単な衣装セットアップ](clothing/index.md) - 多くの場合は衣装を数クリックだけでセットアップできます。このチュートリアルで詳細をチェック!
|