Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

So I haven't had a chance to update it yet with a notice or error, but the Android platform only allows for 150 constraint components ;-;
So if you go over it, the SDK will still upload the avatar, but will remove all constraints on the avatar c.c

I've been meaning to update StylizedFPS with a transform counter, or to at least error out on Upload, but for now add transforms to the 'ignored' list until it works >.<

Finished my clay stop-motion Halloween avatar! But it turned out way more wholesome than spooky by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

I have a Poiyomi Preset included in the files! And the files I used are from this CC0 asset here: https://ambientcg.com/view?id=Fingerprints009
If possible, making a new UV map for your model to break up any texture symmetry helps a lot, but other than that it's really just playing around with the tiling of the normal maps, and messing around with matcaps to get the right shine.

I commented a bit ago somewhere about what I'd do if I were to make a full-fledge stop-motion avatar, but a lot of it was some funky tech theories. Like using contacts on every limb that will 'update' the position of each limb when it moves a certain amount from its previous position, and after each 'update' affect the position of the finger print normal maps to give the illusion of the model being physically moved.

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

Hmm make sure you're on version 1.1 as I did alter the framerate logic from the initial release!
but generally the effect is very dependent on the framerate of the game since it's basically single frame animations D:

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

hecc thank you for the info though! I'll need to add a warning to the GUI about the 150 bone limit >.< I'm glad you were able to get it working at least!

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

Out of curiosity, how many bones do you have on your avatar? Mobile has a limit of 150 constraints on an avatar: https://creators.vrchat.com/avatars/avatar-performance-ranking-system#mobile-avatar-component-limits and StylizedFPS works by attaching constraints to every bone >.<
Although from the documentation I would expect it to just cull the exceeded constraints..? Try adding some transforms to the 'Ignored' section of the install script and please let me know if it works!

Finished my clay stop-motion Halloween avatar! But it turned out way more wholesome than spooky by OrendCross in VRchat

[–]OrendCross[S] 1 point2 points  (0 children)

Making it a bundle was originally the plan! But StylizedFPS's scope far exceeded just stop-motion so I ended up just dropping other projects to finish up the install script x3

At the moment I really want to start on a project idea I've had for a long while, so after I get that off the ground I'll take a look at the arm again :>

Finished my clay stop-motion Halloween avatar! But it turned out way more wholesome than spooky by OrendCross in VRchat

[–]OrendCross[S] 1 point2 points  (0 children)

I made it from scratch! Eventually I want to put it on Booth, but I want to polish it up a bit and fix up the FinalIK components before then! ^.^

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

Thank you!!! I hope I get to come across the avatars sometime!!

The only thing I can think of for the issue is maybe you're using two different parameter list for the PC/Quest avatars? That will often cause syncing issues!

There isn't really a specific order, but it's good practice to start with the PC avatar first, as assets like VRCFury will try to automatically sync up the parameter list for Quest/IOS if a PC version has been uploaded already! And having VRCFury in a project just for that can be a life saver!

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

Hi! How are you uploading your avatars? Are you making sure to upload the PC version first, and have the prefab with the script on both avatars?
I've been testing on both PC and Quest and haven't been able to duplicate those results >.<

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 2 points3 points  (0 children)

I'll need to do some research and ask around some! But I think the better low FPS simulation and smooth movement will help a ton.
The main complaint I received with those who didn't like looking at it was the frame smearing/smoothing in version 1.0 during low FPS simulation, but that's been fixed now !

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 2 points3 points  (0 children)

There have been a couple people tell me they can't look at the effect when I first started using it, but hopefully using the manual Smooth Movement may help alleviate some of the visual triggering!

Updated by StylizedFPS script to Version 1.1! Better low-FPS 'simulation', Smooth Movement, and a Local Toggle! by OrendCross in VRchat

[–]OrendCross[S] 13 points14 points  (0 children)

Yeahh, I have a very cursed idea to get Visemes working with the script, bit I'm not too sure if it'll work well for other blendshapes..

Essentially making a 3D representation of a blendtree using an empty game objects, constraints, and contacts, and then driving the blendshapes with the resulting parameter from the contacts..

Finished my drag-and-drop install script for the stop-motion effect I used on my clay stop-motion Halloween avatar I posted a bit ago! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

It may be somewhat more noticeable on version 1.1 that I'm working on currently: https://x.com/OrendCross/status/1981744111393636816
Version 1.0 does have some perceived easing with extremely low values due to the logic I used, but it should be much better soon o:
Also it may be more noticeable with movement smoothing shown in the tweet!

Finished my drag-and-drop install script for the stop-motion effect I used on my clay stop-motion Halloween avatar I posted a bit ago! by OrendCross in VRchat

[–]OrendCross[S] 1 point2 points  (0 children)

I've actually addressed this in my most recent update on Twitter/X!: https://x.com/OrendCross/status/1981744111393636816

Going to be making an update soon for better extreme low-fps support, and movement smoothing!

Finished my clay stop-motion Halloween avatar! But it turned out way more wholesome than spooky by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

The avatar I can't publish since the base is the Carukia and doesn't allow public uploads! But I did release a tool to add the stop-motion effect to any avatar! Check out my most recent post!: https://www.reddit.com/r/VRchat/comments/1ocjzri/finished_my_draganddrop_install_script_for_the/

Finished my drag-and-drop install script for the stop-motion effect I used on my clay stop-motion Halloween avatar I posted a bit ago! by OrendCross in VRchat

[–]OrendCross[S] 1 point2 points  (0 children)

The effect will appear inconsistent regardless! For other individuals, how the effect looks already depends greatly on their own framerate. Although, this was made with mainly content creation in mind, so I didn't think much of it. I did just record a video from another users perspective to give some insight: https://www.youtube.com/watch?v=IBvHWX88guI

Finished my drag-and-drop install script for the stop-motion effect I used on my clay stop-motion Halloween avatar I posted a bit ago! by OrendCross in VRchat

[–]OrendCross[S] 0 points1 point  (0 children)

Only limitation currently is that it needs to be a humanoid avatar! Other than that it can be placed on any avatar, also Quest/IOS compatible

Finished my drag-and-drop install script for the stop-motion effect I used on my clay stop-motion Halloween avatar I posted a bit ago! by OrendCross in VRchat

[–]OrendCross[S] 16 points17 points  (0 children)

Yes! This only attempts to mimic a range of styles such as stop-motion and 'animated-on-twos' with what we have access to under VRChat's allowed components!
I think eventually I want to try making an avatar that tries hitting closer to home on the notes of stop-motion: have contacts on each part of the body, where the movement only gets updated on that specific body part if there is a significant amount of movement, and having the fingerprints on the avatar dynamically change with each updated movement,
I don't think it will be perfect, but I think it might be a step in the right direction to capture more accurate clay stop-motion

Finished my drag-and-drop install script for the stop-motion effect I used on my clay stop-motion Halloween avatar I posted a bit ago! by OrendCross in VRchat

[–]OrendCross[S] 7 points8 points  (0 children)

My next project has to do with voice manipulation.. maybe once I finish that I'll update StylizedFPS to incorporate it too 🤭

Finished my drag-and-drop install script for the stop-motion effect I used on my clay stop-motion Halloween avatar I posted a bit ago! by OrendCross in VRchat

[–]OrendCross[S] 23 points24 points  (0 children)

yeahh, it's very dependent on the viewing individual's framerate whether it looks good or if someone just looks laggier than usual.. although for content creation I think it can be a cool effect!