VRChat: SDK3 Hand Gestures (Five Minute Fix)

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Boy howdy everyone, this is Shanie MyrsTear  here with another five minute fix.   So what we're going to do today is get a major  step out of the way for getting your avatar ready   or updated for Avatars 3.0. In this case, it's  getting hand gestures for your facial animations   to work. What that means is if you make, say,  a peace sign, you can make an animation happen   on your face or elsewhere, which is essentially a  gesture. The problem is it's kind of voodoo magic   to do in 3.0 but we now have cool tools made by  the community to do this very very easily, without   the need to manually set up animators or anything,  just going through your blendshapes in a nice user   interface, blending them how you want, and wrap it  up by choosing which gesture causes the animation.   It's that easy. So let's get started. You'll need the following things: If you're   just starting with 3.0, a new Unity project. Then  you need to bring in your model, your shaders,   the models materials if they're independent,  the Avatars 3.0 VRCSDK from VrChat,   whatever other tools you may use like  DynamicBones or Pumpkin's Avatar tools, and   finally ComboGesture by Hai. Though this tool can  also make puppets and blend trees, we're going to   focus on hand gestures in this tutorial. So I've done all that and slapped some materials   on so you can see my face because that's all  that's really necessary for this demonstration.   I guess a necessary note: your character has  to have blendshapes else this won't work.   So the absolute first thing you have to do is  bring y our avatar into the scene and add the   avatar descriptor. Without it, the tools won't  know what your avatar is in the scene and won't   find it. Once you set that up, go to the Project  folder pane and go to Assets, Hai, ComboGesture   and select the ComboGestureExpressions prefab and  go ahead and drag that into your hierarchy. From   there, right click on ComboGestureExpressions and  click Unpack Prefab Completely because it likes to   be in pieces for reasons. From there, click the  foldy triangle next to ComboGestureExpressions,   click on Default and in the Inspector  you'll see an Open Editor button.   Hit it and you'll see a window pop up called  CGE/Default. Mash that fat button that says   Automatically setup Preview and you'll get  moved to the Set face expressions tab.   Now this window is the big cheese though it  looks complicated at the moment. This is where   all your geatures are shown, from what happens  when you clench your fist, or open your palms,   or do nothing, etc. etc. So go ahead and click  create on one, like this Open one. Suddenly the EE   Animation Editor will pop up. This is the box that  gathers all of the blendshapes you want to use and   customize them into a completed "look", and I'll  explain what I mean right now. So when you click   plus you'll get yet another window, and let me  organize all these things here real quick...   you'll get this new window called EE Property  Explorer and don't worry about the name just click   the super long button that says Generate Previews.  This is the point I fell in love with this tool.   Now that it's generated, you'll see  every single blendshape you have,   all fully engaged to 100% so you can see easily  the ones you want to blend together into a look.   It even highlights what changes are in each  blendshape so it's quick and easy to figure out.   You can easily see the blinks, the winks,  the smiles, the furrowed brows, whatever.   So what I want is, when I open my hands, I  want to be smiling. And it shuold look happy,   so I'm going to click the plus button under  blink happy and you can see it's selected now   because we can remove it. If we go back  to the ANimation Editor, check this out,   we'll see that we have that blendshape in our  animation. Now I can set how much this blends   with the default look. So I'll set this to 100  and I want it to also not look so angry so if I   go back to the Property Explorer we'll scroll  down loooking for eyebrows, oh here's one,   sadness. Back to the Editor and let's tweak that  a little bit so I don't look so constipated. So   I don't think it looks perfect yet so let's find  more eyebrows and blend them all together... and   that'll do for now, this is just showing  that it works. Now lets change that name.   Animation closed eyes. And click Rename. And  if you've been looking in your project folder,   you'll notice the animation file there and it's  been renamed. Maybe we should make a folder for   that so lets right click down there and do  Create, Folder, and we'll call it Animations.   Let's move that baby right into there and open  that folder so the next one saves there too.   So now we have one animation, let's make one  more. Let's do Victory because Victory is always   my wink. So back into the animation editor  and you'll see we're in default stance again,   hit up Property Explorer and we'll look for a  wink and we'll find a happy face, and then I guess   we'll find a smile too. Back to Animation Editor  and woooooah that's a bit much. Let's dial this   in to something that looks good. Great, lets name  it, Animation, Wink. Rename. Cool, so now we have   two animations that have just been created in no  time at all and plugged into our matrix of stuff.   Feel free to fill out this matrix to your hearts  content, it even has options for what happens when   two things happen at the same time, like clenching  your fist while doing rock-and-roll for example.   You have two hands, remember! Maybe you  don't want it to do anything different   so you may want to auto-set that, or maybe you  want to blend two together with Combine. You have   a pile of options. For example, with Left Fist and  Right Open, when I have both of those going at the   same time I want Open to take precident so I'll  make sure that looks right by hitting up auto-set.   This helps preventing accidental gestures too. So after you're done filling in All Combos,   or maybe you're just getting overwhelmed with  all these boxes, you can select the singles tab   on the top which will show not just when one of  your hands are doing something, but when both are   doing the same thing. You can create a special  animation for, say, two peace signs or autoset   it so you're sure it's going to work. Oh yeah, and make sure you set a no-gesture,   AKA the default state. And don't  worry about how that looks it's   just a...bug with my avatar or something. The little draggy thing here is transition time   between gestures. You can make it longer so it  makes your face take longer to transition from   state to state but most people, myself included,  don't need it any faster or slower. In fact,   this is as fast as you can get without it  getting really goofy so just leave it.   And then we go over to Prevent Eyes Blinking  and this is specifically to stop the eyes from   blinking in certain gestures. Like if your eyes  are already closed. Or your avatar is ever-seeing   and should never blink. So select all your  gestures where BOTH your eyes are fully closed,   this isn't for winking. Make lipsync movements subtle is to keep   your mouth from overexploding when your mouth is  already big from a gesture. So select expressions   with a wide open mouth here. BUT Mind the warning  though, as it's apparently broken and left in   for potential fix from VRChat. Maybe it works  now? Who knows, skip it if you're worried.   Additional Editors is beyond this tutorial  because we're not making complex blend trees   or paper dolls or emotion states like a  series of sad or angry gestures only.   So once you're happy with your setup we're gonna  click on ComboGestureExpressions back in the   hierarchy and what we're looking for is the Avatar  Descriptor so go ahead and select your avatar on   the Hierarchy and just slap it in there. Further,  we're going to need an FX Animator Controller.   Now, you may have one alredy, but there's nothing  wrong with creating a new one by Right clicking in   your Project folder, Create, Animator Controller.  We'll throw it back into my Aniamtions folder and   name it SDK3_Controller. And if we open the  animator what we'll see is that it's empty   and that's perfect because ComboGestureExpressions  is going to write everything it needs in there. So   we'll just open ComboGestureExpressions again and  just drag that new Animator Controller into the   FX Animator Controller box and, in our example,  we'll be using VR Chat Recommendations for it.   And since we don't need support for ears or  wings or whatever to animate with these gestures,   AKA it's all on the face, we won't check  off the Gesture Playable Layers box.   Slap that Synchronize Animator FX Layers and  we hit up our SDK3_Controller again, and by the   way if you don't have the Animator window it's  under Window > Animation > Animator, we'll see   the base layer which looks like our original newly  minted one, but now we have all this other stuff,   and this is our gestures all compiled into  the system with us never having to touch it.
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Channel: Shanie MyrsTear
Views: 37,526
Rating: undefined out of 5
Keywords: VRChat, Avatar, What's, New, Bug, Help, Release, Latest, Tutorial, Info, Knuckles, memes, audio, efficient, performant, wow, news, full body, full, body, fix, neck, spine, hip, CATS, blender, plugin, unity, udon, code, help, patch, 3.0, avatars, interface, user, UI, wolf, robot, android, cyborg, VRC+, VRC, nameplates, icons, plus, pulus, streaming, Quest, VR, Virtual, Reality, 2019.4.29f1, 2019, release, SDK3, GESTURES, HAND, HOW, AVATARS3.0, AVATARS
Id: CdnSJf66Gww
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Length: 9min 14sec (554 seconds)
Published: Tue Dec 21 2021
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