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animetoolbox's Issues

VisualCompositorでモデルを非表示にし、outlineだけを表示させることは可能でしょうか?

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. iOS]
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Unity (please complete the following information):

  • Unity Version[e.g. Unity 2020]
  • Render Pipeline: [e.g. URP]

Additional context
Add any other context about the problem here.

In Unity 2023, VisualCompositor seems to be unable to integrate with Timeline

Describe the bug
Can't drag the internal object from the node to Timeline

To Reproduce
Steps to reproduce the behavior:

  1. Create a empty project add install VisualCompositor com.unity.visual-compositor
  2. Create a VisualCompositor Graph and open it
  3. Create any node that can be exposed, then click Exposed As Component
  4. Drag the internal object from the node

Unity (please complete the following information):

  • Unity 2023.2.3f1

Source Project
VirtualCompositor-2023.zip

Visual Compositorの名前が更新されない

Visual Compositorの上部にeditting XXXXと名前が表示されますが、インスペクターやhierarcy上で名前を変更しても更新されません。またtimeline上のcontrol trackに貼ってあるVisual Copositorも変更されません

edge detectionのアルゴリズムについて

背面法なのかsobelなのかマニュアルに明記していただけると嬉しいです
後、Canny edge detectionをサポートしていただけると嬉しいです、アニメに有効な均一な線がでやすいので

ジンバルロック現象?

この記事の要領で
https://note.com/nyaa_toraneko/n/n493c6090c501?magazine_key=m8c2f91f09445#16d11fc1-67bb-4ff2-ae43-d75dcfe2039e
縦に移動する動きをさせると、回転の動きがないモーションにもかかわらず、humanoidアバター全体が回転しています。

識者曰く「ジンバルロック現象ではないか」との指摘がありました。
これを回避する方法などありましたら次期バージョンまたは解説記事に組み込んでいただけるとありがたいです

issue.mov

時々、Visual Compositorウインドウ操作中に、Visual Compositorのレイヤーの一つがDisplay8に反映されなくなります

Visual Compositorウインドウ操作中に、Visual Compositorのレイヤーの一つがDisplay8に反映されなくなります。
主にノードの複製やレイヤーの生成に対してCtrl+ Zで操作を取り消した時などに発生します。

この現象は、Visual CompositorウインドウをClose Tabし、
再度メニューのWindow ⇒ Rendering ⇒ Visual Compositorから開きなおすことで改善します。

再度開いたとき、閉じる直前のレイヤー順と異なるレイヤー順で表示されることから、
閉じる直前の状態はウインドウに表示されている状態とVisual Compositorアセット内部のパラメータが同じではなかったと考えられます。

再現度が100%ではないためわかりづらいバグレポートになってしまいますが、
Ctrl + Zを使わない状態での作業が少し窮屈なため取り急ぎ報告させていただきました。

  • Unity Version: Unity2021.3.6f1
  • Render Pipeline: HDRPおよびBuiltInで確認

VisualCompositor Node does not record pasted values during recording

Describe the bug
When enable the node’s recording function, if a value is directly pasted into the node’s field, this pasted value will not be properly recorded into the clip.
When directly modified, this issue will not be triggered

To Reproduce
Steps to reproduce the behavior:

  1. Create a new VisualCompositor Grah
  2. Create a Node and click "Expose As Component", then drag it to Timeline
  3. Click record button
  4. Paste a value into any field, and observe the curves in the Timeline, please see attachment
  5. See error

Expected behavior
Timeline should be the same as when directly modified, immediately record this value

Screenshots
https://github.com/unity3d-jp/AnimeToolbox/assets/45081750/22e9f8ec-45b7-4796-b248-4b8972bee6ba

Unity (please complete the following information):

  • Unity Version 2023.2.3f1

Additional context
I believe this error is caused by this code at 100~101 line in Editor/Scripts/NodeEditors/CompositorNodeEditor.cs.
When a value is directly pasted to trigger this callback, Event.current is null, and it will return directly without recording the value.
Although deleting this part directly can achieve the expected result, but it may cause unexpected errors.

I’m sorry I don’t have experience and I’m not sure how to best fix this problem.
image

When changing the resolution of Visual Compositor, fps will be very slow in Play mode.

Describe the bug
I want to change the size of the final output graphics (usually achieved by adjusting the Camera's Viewport Rect), and in AnimeToolBox, I assume this is done using the Resolution setting in the Visual Compositor.

However, when I try to change the Visual Compositor's resolution from 1920x1080 to 1920x864, the entire Unity Editor becomes very sluggish, and the rendering time per frame goes up to several hundred milliseconds. It returns to normal when I revert to 1080. This issue only occurs in Play mode. The issue occurs intermittently in Editor mode, with occasional slowdowns, but in Play mode, it almost consistently maintains this state.

I've looked at the Profiler, and it seems that the longest time is spent in a method called Semaphore.WaitForSignal, but I can't find where it's being called. I've also tried searching in forums and other places but couldn't find a viable solution.
Although I suspect it may be because the Camera in RenderNode is different from the Visual Compositor, but I'm sorry that I can't seem to find a stable way to reproduce it

What could be causing this issue, and is there a way to fix it?
I have included a screen recording of the bug and the exported Profiler file in the attachments. Hope to get your help~

To Reproduce
Steps to reproduce the behavior:

  1. Change Visual Compositor's resolution
  2. See error
  3. Undo changes
  4. Errors will not occur

Expected behavior
Just like in Editor mode, the rendering time per frame is only a few tens of milliseconds.

Desktop (please complete the following information):

  • OS: Windows10
  • Version 21H2

Unity (please complete the following information):

  • Unity Version Unity2023.1.13
  • Render Pipeline: URP 15.0.6
  • Visual Compositor: 0.30.3-preview

Additional context
https://drive.google.com/file/d/1YGZbeY2vlcX0OBqvYzRLtXMSZ0DsZ0MO/view?usp=drive_link

Rendering Nodeでのパーティクル描画について

概要
Visual CompositorのRendering NodeでColorFlagsにチェックを入れColorを選択したとき、GameObject (Cubeなど)のみが描画され背景は透過されるという認識でいるのですが、この際にパーティクルは描画されないのでしょうか?


例えば、Fig.1のようなCube (SampleCube)とパーティクルシステム(SakuraFubuki)から成るシーンがあったとき、Visual Compositor上でSampleCubeを指定したGameObject Node→Rendering Nodeとし、ColorFlagsをColorとするとFig.2のようにSampleCubeのみが描画されます。
しかし、ここでGameObject Nodeの指定をSakuraFubukiに変えると、パーティクルが描画されると思っていましたがFig.3のように何も描画されません。
これはGameObjectはあくまでパーティクルの発生源であるため、発生したパーティクルは描画されないということなのでしょうか?
その場合、Visual Compositor上でパーティクルを描画する方法はありますか?

スクリーンショット
image
Fig.1

image
Fig.2

image
Fig.3

環境

  • OS: Windows10
  • Unityのバージョン: 2021.3.6f1 (Build-in)
  • Anime Toolboxのバージョン: 0.18.1

PPSv2由来のPostProcessが適用されません。

Describe the bug
Post-Processingv2を使ってVisual Compositor上で設定しましたが、画面上に効果が出ません。
ドキュメントを十分に読み込めておらず、手順が足りないかもしれません。

To Reproduce
Steps to reproduce the behavior:

  1. Package ManagerからPostProcessingを追加
  2. Project上でPost-process profileを作成
  3. Visual Compositorのコンポーネントを設定
  4. Post-process Volumeコンポーネントを追加
  5. Visual Compositorのノードエディタ上でPostProcessNodeを追加
  6. PostProcessNode上からPost-processing profileを割り当て

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.
image

Desktop (please complete the following information):

  • OS: Windows10
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Unity (please complete the following information):

  • Unity Version[e.g. Unity 2021.3.15f1, 2020.4.31f1
  • Render Pipeline: URP

Additional context
Add any other context about the problem here.

VisualCompositor Ver0.27.1でNodeのSizeをCustomにすると数値入力フォームが出現しません

VisualCompositor Ver0.27.1から発生する不具合についてです。
2D Texture NodeやRenderingNodeなどのサイズを指定するNodeにおいて、
SizeからCustomを選んだ場合に数値を入力するフォームが出てこないです。
また描画もされなくなってしまいます。

VisualCompositorのバージョンを0.27.0に戻すと、入力できるようになります。
UnityEditorバージョンは2020.3.45fと2021.3.19f1でこの現象を確認しました。

image

KeyNotFoundException for PatchPanelNode on Project Reopen

Describe the bug
When closing the project and reopening it, PatchPanelNode will cause an error

To Reproduce
Steps to reproduce the behavior:

  1. Create a Graph file and add a PatchPanelNode
  2. Save the project and close it.
  3. Reopen the project. At this point, the KeyNotFoundException error is immediately triggered.

Expected behavior
The PatchPanelNode should maintain its state across project sessions without causing a KeyNotFoundException.

Screenshots
45bce81e55d600ea5fc47c174c15aa5f

Unity (please complete the following information):

  • Unity Version: 2023.2.4
  • Render Pipeline: BRP/URP

Additional context
Deleting and recreating the PatchPanelNode resolves the issue temporarily, but the error reoccurs when the project is reopened.
It appears the cause of the problem is that PatchPanelNode's initialization method InitInternalV is only called upon creation.
so, when the project is reopened, the node lacks proper initialization, leading to the aforementioned error.
image

Source Project
VisualCompositor-PatchPanelBug.zip

VIsual CompositorのRenderingNodeのSizeの変更ができない

Describe the bug
今日からはじめるAnime Toolbox 第3回『Anime Toolboxを使ってみよう!~3Dモデルを2D素材と簡単合成してみよう』
の「最後にVisual Compositorを使えるようにしましょう」まで進めたのですが、VIsual CompositorのRenderingNodeのSizeを変更する場所がありません。

またこのまま進めていった結果、「2D画像を背景として表示してみよう」ではユニティちゃんのSizeが1621x2048ではなく1920x1080になります。
「ユニティちゃんの表示を良い感じに調整しよう」で、TransformerNodeのScale ParameterをいじればDisplay上ではそれっぽくはなります。

こちらはバグなのか、自分のミスかはわからないですがサイズの変更方法を教えていただきたいです。

To Reproduce
今日からはじめるAnime Toolbox 第3回『Anime Toolboxを使ってみよう!~3Dモデルを2D素材と簡単合成してみよう』
にそって進める

Screenshots
not_find_custom_size

not_find_custom_size_2

not_find_custom_size_on_unity_ chan

Desktop (please complete the following information):

  • OS: Windows 11 Home

Unity (please complete the following information):

  • Unity Version: 2020.3.44f1
  • Render Pipeline: URP

VisualCompositor cannot rename Nodes after Unity 2023

Describe the bug
VisualCompositor cannot rename Nodes after Unity 2023.
Visucompositor version: 0.30.5-preview
It works well on Unity 2022.3.7f1, but this issue occurs on Unity 2023.2.4f1.
It seems to be due to Unity Editor updating the UI after 2023?

To Reproduce
Just double-click on the Node name in different versions can reproduce this.

Screenshots
image
image

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