Comments (2)
This is something I've run into myself and unfortunately just haven't had the time to properly figure out. There's some weird interaction between VRIK and animation controllers but I'm not quite sure what it is. I'll move it up my list of things to do since it's obviously a problem.
from beatsabercustomavatars.
I turns out this is actually due to the way Unity handles animations for armatures marked as "Humanoid." For some reason, even if "Write defaults" is unchecked when inspecting the animation, Unity forces all the Mecanim parameters to 0. One way to solve this is to have the base layer in the animator be a simple T- or A-pose and add an additive layer that has your actual animations. Here's a ZIP of the ones I've been using.
There's also an issue with the current version of Custom Avatars where animations will override the finger pose from the editor; that'll be fixed in the next release.
from beatsabercustomavatars.
Related Issues (20)
- Breaks game as soon as installed HOT 4
- On replay mode, system doesn't tracks custom avatars. There are no hands and avatar stands still. HOT 9
- Make it work with VMT please. HOT 4
- What is when the Avatar doesnt have a .avatar file? HOT 2
- Unity version HOT 3
- Controller z axis rotation problem in 5.2.11 HOT 5
- Unity error
- Import .avatar file back to Unity HOT 2
- Character it is not displayed HOT 1
- Event Manager - Miss, Bad Cut, Multiplier Down, Left Slice/Collision, Right Slice/Collision HOT 14
- avatar tracked .25 second desync new gpu HOT 5
- Custom avatar not working HOT 14
- Is surface illumination possible? HOT 4
- Avatar Stays In Default A-Pose HOT 1
- Are there any plans for this mod to get a release for versions after 1.29? HOT 4
- No Avatar Description Script in Project HOT 1
- AvatarLoadException, Could not load asset bundle. HOT 4
- 1.34.2 support HOT 3
- Avatar Descriptor Not Working HOT 1
- Support for additional trackers (upper arms, thighs) HOT 1
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from beatsabercustomavatars.