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* fix: missing localization key * docs: new tutorials
133 lines
4.8 KiB
Markdown
133 lines
4.8 KiB
Markdown
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sidebar_position: 5
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---
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# Advanced toggles
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Before we start, make sure you've read the [simple object toggle tutorial](/docs/tutorials/object_toggle/).
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This tutorial will build on that tutorial, showing you how to also update blendshapes when toggling objects.
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First, some background. Many avatars come with "shrink blendshapes", which are used to hide parts of the avatar, to
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avoid them clipping through clothing. These blendshapes are often used in conjunction with toggles to hide and show
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clothing items.
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By using Modular Avatar's [`Shape Changer`](/docs/reference/reactive-components/shape-changer/) component, you can
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easily update these
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blendshapes
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when toggling objects. Let's take a look at Anon's socks and shoes as an example.
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<div style={{"display": "flex", "flex-direction": "row"}}>
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<figure>
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![Anon-chan with shoes and socks](0a-boots-on.png)
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<figcaption>Shoes on</figcaption>
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</figure>
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<figure>
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![Anon-chan with shoes and socks](0b-boots-off.png)
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<figcaption>Shoes off</figcaption>
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</figure>
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</div>
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As you can see, when the shoes are toggled off, you can see a bit of a stick here. This is because both the socks and
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underlying foot are hidden by shrink shapekeys. Let's start by resetting them to zero.
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<div style={{"display": "flex", "flex-direction": "row"}}>
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<figure>
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![Anon_body blendshapes](1a-bs-settings.png)
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<figcaption>Anon_body blendshapes</figcaption>
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</figure>
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<figure>
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![Socks blendshapes](1b-bs-settings.png)
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<figcaption>Socks blendshapes</figcaption>
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</figure>
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</div>
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<figure>
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![With blendshapes reset](1c-results.png)
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<figcaption>Blendshapes reset to zero</figcaption>
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</figure>
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Now, let's set up Shape Changer to toggle off the underlying layers. We'll add one to each of the shoes and socks
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objects,
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and shrink the layer(s) underneath them.
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<div style={{"display": "flex", "flex-direction": "row"}}>
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<figure>
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![Shoes Shape Changer](2a-sc-boots.png)
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<figcaption>Shoes Shape Changer</figcaption>
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</figure>
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<figure>
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![Socks Shape Changer](2b-sc-socks.png)
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<figcaption>Socks Shape Changer</figcaption>
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</figure>
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</div>
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Note that we use `Delete` here. This is because, if we don't have any animatable toggles, Modular Avatar will
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automatically remove the underlying polygons instead of shrinking them, which can save on performance. If you have
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anything that can animate the object in question, it'll instead set the shape to 100. You can use `Set` instead if you
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want to keep the underlying polygons in all cases.
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Shape Changer will preview its effects in the editor... but if we do it right it's hard to tell that it's doing anything
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at all! To check, click on the debug overlay button, and select `Overdraw`, to get a see-through view of what's going
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on.
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If you shrink too much, however, it'll be immediately obvious in the scene view.
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<div style={{"display": "flex", "flex-direction": "row"}}>
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<figure style={{"width": "100%"}}>
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![Overdraw option](3a-overdraw-menu.png)
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<figcaption>Overdraw debug view</figcaption>
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</figure>
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<figure>
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![Overdraw view](3b-overdraw.png)
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<figcaption>Overdraw view</figcaption>
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</figure>
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</div>
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Now that we've set up our shape changers, we can go ahead and set up our toggles. Let's start by creating a submenu.
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Create a new game object and add a `Menu Installer` and `Menu Item`. Then set the menu item type to `submenu`.
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<div style={{"display": "flex", "flex-direction": "row", "justify-content": "center"}}>
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<figure>
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![Submenu setup](4-submenu-setup.png)
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<figcaption>Submenu setup</figcaption>
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</figure>
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</div>
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Now, click `Add Toggle` to create a new toggle under this submenu. Give it a new name and add our shoes object to it.
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Do the same for socks as well.
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<div style={{"display": "flex", "flex-direction": "row", "justify-content": "center"}}>
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<figure>
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![Shoes toggle setup](5-toggle-boots.png)
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<figcaption>Shoes toggle setup</figcaption>
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</figure>
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<figure>
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![Socks toggle setup](5b-toggle-socks.png)
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<figcaption>Socks toggle setup</figcaption>
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</figure>
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</div>
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:::warning
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While we can preview the effect of these toggles by clicking the `default` checkbox on the menu items in
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question, in the current version of Modular Avatar, the downstream effects of toggles on blendshapes can't be previewed
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in the editor. Use Avatar 3.0 Emulator or Gesture Manager to test these out in play mode.
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This limitation will be improved in future versions.
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:::
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And that's it! As you can see, Modular Avatar's Reactive Object system is designed to make it easy to set up shrink
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shapekeys and other such common outfit settings.
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:::tip
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Outfit authors can preset these Shape Changers, to allow for easy installation of clothing, with automatically
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configured blendshapes. The Reactive Object system responds to animations created by other NDMF-compatible systems, so
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your users don't necessarily need to use Modular Avatar's toggle system to get the benefits of these blendshapes.
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::: |