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README Update
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strakacher21 committed Sep 8, 2024
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## Minimalistic optimized furry avatar for vrchat with <u>changeable clothes</u> and <u>FullFaceTracking.</u><br>This is a **modified project** from [**GitHub**](https://github.com/trev3d/vrcfox)<br>The **author** of the original [trev3d](https://github.com/trev3d)
# Get this
## [:arrow_forward:Link to the avatar in VRChat](https://vrchat.com/home/avatar/avtr_433942b4-d25f-4add-ad34-75c0d20e4ae1)<br>[:arrow_forward:Download the modified version](https://github.com/strakacher21/vrcfox-2.3_body_and_cloth_edition/releases)<br>[:arrow_forward:Download the "vanilla" version](https://github.com/cellomonster/vrcfox/releases/latest)
![vrcfox fox edition](vrcfox%20unity%20project/Assets/icons/vrcfox_body_with_background_and_icons.png)
![vrcfox fox edition](https://github.com/strakacher21/vrcfox-2.3_body_and_cloth_edition/blob/main/vrcfox%20unity%20project/Assets/icons/vrcfox_body_with_background_and_icons_(v1.1).png)
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# А Request
I will agree with trev3d and also say
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To properly export the model from blender to unity, you must use the export script attached to blender (otherwise it will ‘fade’ the model and export the clothes to unity incorrectly). Clicking the '▶' button will export the model to Unity.

**WHAT DOES A UNITY PROJECT INCLUDE?**

- In the unity itself there are two prefabs - one for PC, the other for Quest (Android) version, as well as a single prefab scene settings. Most importantly, all changes in the prefab, say for PC, remain in it and are not transferred to the Quest-version (except for the scene setting prefab)! This is done in order to avoid audio blocking (pressing on the nose plays the ‘squeaker’ sound) on Quest-version (you simply can't upload audio files to Quest-version because of VRChat optimisation podlicy. When you publish a model, the Quest version will automatically lose the sound audio file).
When exporting for PC use ‘av PC’-scene, and for Quest use ‘av Quest’-scene.
You can remove the audio file inside the PC prefab and use one prefab for two platforms.
- The Unity project has a prefab model, as well as two scenes for PC and Quest. All prefab changes go into changing the scene.
- Created FullFaceTracking (FFT)
- A small collection of faces for different facial expressions without using FFT
- Different finger expressions on each hand
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- Gesture mimic off (A setting that disables linking facial expressions to hand positions when enabled).
- The ‘anim base’ controller, which fixes the ‘crab’ movement bug when the stick angle is small to normal, as well as the ‘Hot Lay Down’ pose when you're lying on your back or ‘gentlemen idle’ pose when you're using an avatar without VR and when it's standing still.
- Controller ‘anim Sitting’ which allows people with FBT to move their legs when sitting on something (This is to keep tracking going, rather than using the standard animation to do so)
- A "face constructor" has been made. In fact, this is a manual FFT control
- The rest of the things are small things ;)
# Ways to optimize avatar

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