All right, So let's walk through
setting up Kanna Prottec on an avatar that I would like to not be ripped The written version of these instructions
are on the Kanna Protecc GitHub. This is just me walking through it
very quickly in a video form. All these same instructions
are on the GitHub, but some of the images are a little out of date. First, a few things to know. In order for your avatar to be seen, your avatar has to be fully shown. Shaders animations, everything. This is just how Kanna Protecc works. And it's a major caveat of this,
and it's probably why a similar system hasn't been implemented by VR chat itself. This also will take up 32 bits
of your parameter space. So if you're already close to the 256
parameters mark, you can reduce that
to whatever is remaining. But that will of course be less secure. And also only shaders
listed on that GitHub are supported, but some fairly common ones like Poiyomi
are on there. Once you have made a backup
of your project, that's very important. This is a very invasive
and destructive process and it has the potential
of breaking your project. If you do not make a backup,
you will lose work. After you've made a backup, Make sure
you've got your compatible shader. I'm going to be using Poiyomi
shaders and go ahead and download the anti rip folder from the GitHub
and import it. I've already done both of those steps. Next thing to do is to double
check our FBX(s) We want to make sure that the FBX
and if you just need a quick way to get to your FBX,
if you click on your body skinned mesh renderer, there's this body mesh
right there. Click on that. It'll open up whatever folder that's in, and then this right here is your FBX. If you were to close
that sort of expansion, this is your FBX file. You want to double check
that read/write is definitely enabled legacy blend shape normals is turned on
and the normals are set to import not calculate. That all looks good. So next I'm going to add
the Kanna Protecc root script right on the root of my avatar. The same game objects
that has my VRC avatar descriptor. That's very important. It can't go on a
random empty has to be here. Next thing to check. Usually when you're uploading to VR chat, I think your animator component
is supposed to be empty. I think that just prevents it
from uploading your f x layer twice. But that's not a concern
with Kanna protect. And Kanna Protecc actually requires
that your layer that you're going to be encrypting be slotted into this controller slot on your animator component Kanna Protecc
also requires that for your menu and parameters
that you have a parameter slot or parameter file loaded into the slot
For most bases and stuff that already come set up, there will already be a parameter
file here if it's something you're making completely
from scratch that might be empty. Just make a new parameter object. If this is a avatar
that you are uploading a new version of, just go ahead and delete
the old version from VR chat and you can do that
by going into your VR SDK content manager. And then on any of your avatars that you've uploaded,
you can delete them. And if you've done if you are uploading this
and it's an already existing avatar that you've now deleted, make sure to go
into your pipeline manager and hit detach. This is a new avatar
so I do not have to do that. Next step
I found sometimes with newer poiyomis that the kanna protect
auto locking can get stuck. I'm not sure why this happens,
but just to be safe, go to each of your materials
and make sure to lock them before we hit. Encrypt Avatar.
I want to explain a few of these fields. This is for any material
that is included in an animation. So if I have a material slap animation
like I had a different body texture or any of those animations, I want to add them
to the additional materials list here. This is just so that those materials Are capable
of decrypting the garbled mash. Yeah. So these materials will be ignored. If a mesh contains other metals, a non
nautilus will be encrypted. So if you have a material
that would normally match a compatible material, but you would like
for that mesh to be ignored and as the only material on that mesh,
you can add it to this list. And then last thing down here
at the bottom, we have the ability to exclude objects
from being renamed and exclusion parameters from being renamed. The main reason you want to do this,
especially with the parameters, is for anything that interacts with OSC,
any parameters that relies on OSC or contact names
or anything like that, you're going to want to add
to this exclude parameters from renaming just so that they still continue
to function as normal and right. So if that's all good, I don't happen
to have any of those in this instance. But once you've done all of that,
you just hit encrypt after all, right? And if you have an absolutely crazy,
garbled ball of nonsense here, everything is working as intended and
this is basically ready to be uploaded. So notice that it's hidden everything
except for my avatar with the appended name
encrypted, underscore, obfuscated. This means that the mesh
has been encrypted and all of the parameter
names have been obfuscated. If you drop this down,
you actually can see what it's done. It's made these sort of just random strings
for everything, which just makes it a real pain in the ass,
even more so than the mesh non sense. So now we just want to upload this now and also, you know, correct
anything like bitmap textures. So I'm just going to go ahead and build
and publish this once it's uploaded. The last step is to write
the keys here to the to the local files. So actually going to copy
this blueprint ID right here. Go back to the original Kanna Protect component
and this pipeline manager right here. We're going to make sure
to attach it to this Avatar ID
This version should never be uploaded. This is the fully unencrypted avatar. And if I turn this on, you'll see as well. The VR SDK doesn't want us to do it since it has the Kanna Protecc Root,
which is not a supported script on it. So we never hit Auto Fix and upload
this because that will just negate
the entire point of doing any of this. But since it's now attached, we can now hit write Keys. Yep. And we'll give you that message
as long as you don't get any errors. This should now be done. Make sure that when you're doing that,
VR chat is closed. Otherwise it may prevent you
from being able to actually write those keys to disk and actually
allow for your avatar to be decrypted. And yeah, the avatar is decoded and functioning normally and is expected in VR to be able to edit your avatar again. The only thing you should need to do
is hit unlock materials and turn off the physical version, turn
on the original version, and there you go. You can make edits to the skin
and once you're finished, just hit encrypt and then upload that. So the one thing that this doesn't do is anything to your textures. Your textures
will still be uploaded as normal. And so if you're just using a regular
old avatar base, those can still be taken from a ripped file
and placed onto a non encrypted mesh. I'm going to show you a way
to mitigate that in the next video.