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Avatars [VRCSDK Patch] VisemeFix v3.2 - Autofill Visemes in Unity

Discussion in 'Tutorials and Tools' started by Hotox, Nov 21, 2017.

  1. Hotox

    Hotox Member

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    Hotox
    VisemeFix
    A patch for the VRCSDK to fix the automatic detection of visemes.

    Overview:

    The current automatic viseme detection in Unity is bugged. This patch fixes this if the visemes are named correctly.

    It automatically:

    • detects, if any mesh has Viseme shape keys
    • selects the correct Lip Sync method
    • selects the correct mesh as the face mesh
    • fills in all the shape keys into the correct Viseme slots
    • applies this patch on every VRCSDK update
    This is how it will look like:
    [​IMG]

    Installation:
    1. Download the patch: VisemeFix v3.2
    2. Open your Unity project
    3. Double click the downloaded file or drag it into Unity
    4. Click "Import" in the opened window
    5. Done!
    INFO: You no longer have to apply this patch on every VRCSDK update, it happens automatically now!​

    [​IMG]


    Changelog:

    v3.2:
    • Moved the VisemeFix folder back into it's old location and fixed it's internal folder structure (thanks Rokk!)
    • You now can place the VisemeFix folder wherever you want
    • Important: Delete VisemeFix v3.0/v3.1 before updating (folder "VisemeFix", can be done from within Unity and doesn't require an Unity restart)
    v3.1:
    • Moved the VisemeFix folder into the "Editor" folder to prevent errors when trying to publish avatars
    • Fixed a bug which could result in deleting an important file from the VRCSDK
    • Important: Delete VisemeFix v3.0 before updating (folder "VisemeFix", can be done from within Unity and doesn't require an Unity restart)
    v3.0:
    • VisemeFix is now a standalone plugin
    • It replaces the broken file with the fixed one in the VRCSDK on every startup
    • You no longer have to apply this patch on every VRCSDK update, it happens automatically now!

    v2.0:
    • Clicking on "Auto Detect!" now correctly detects visemes, selects the correct mesh and fills in all the correct visemes
    • Fixed a bug where you couldn't change the selected shape keys anymore

    v1.0:
    • Initial release
     
    #1 Hotox, Nov 21, 2017
    Last edited: Oct 29, 2018
  2. GiveMeAllYourCats

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    I always had the thought of why this was not implemented :) saves again some more time on those models until the devs implement this themselves in the SDK. Thanks!
     
    Hotox likes this.
  3. Psych

    Psych Resident Nerd
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    Great guide, especially like the GIFs! Once playmaker comes out I’m looking forward to sets of functional state machines being shared with one another
     
    Mr.Crane likes this.
  4. Tupper

    Tupper The Strongest
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    Fortunately stuff like this can be implemented in editor scripts pretty easily. No need for playmaker!
     
    Psych likes this.
  5. Orange29

    Orange29 Member

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    is this still needed? or cat fixes it [ in blender ]?

    ain't working.....somehow when I drag body to viseme - everything else seems blank
    blet.png
     
    #5 Orange29, Dec 1, 2017
    Last edited: Dec 1, 2017
  6. Tupper

    Tupper The Strongest
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    This is a patch to the SDK, which is in Unity. Nothing you do in Blender will fix it. :p

    This is mostly a convenience thing.
     
  7. Hotox

    Hotox Member

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    This tool does not replace the need to create visemes in Blender. Make sure that the visemes are already created and correctly named.
    This problem also happens when you reimport or update the VRCSDK. Just install the patch again and it should work.
     
  8. Orange29

    Orange29 Member

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    started anew...still body - blank [ visimes renamed }
     
  9. Jazneo

    Jazneo Member

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    this patch actually disable the slot feature it had before so cant really search for any viseme without be label with this way with this patch

    vrc.v_aa
    vrc.v_ch
    vrc.v_dd
    vrc.v_ee
    vrc.v_ff
    vrc.v_ih
    vrc.v_kk
    vrc.v_nn
    vrc.v_oh
    vrc.v_ou
    vrc.v_pp
    vrc.v_rr
    vrc.v_sil
    vrc.v_ss
    vrc.v_th


    i try to use non label names it disable that feature original script had
     
  10. Neitri

    Neitri New Member

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    Amazing, thank you.

    You could also post a feature request and show them the changes you did, so some VRChat dev can just drop in use your improvement.
     
    desunesu and Hotox like this.
  11. ayaldev

    ayaldev New Member

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    is this still working after the update?

    EDIT: its still working, thank you for the very useful tool!
     
    #11 ayaldev, Jan 10, 2018
    Last edited: Jan 10, 2018
  12. Hotox

    Hotox Member

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    VisemeFix v2.0 is now released!

    Changelog:
    • Clicking on "Auto Detect!" now correctly detects visemes, selects the correct mesh and fills in all the correct visemes
    • Fixed a bug where you couldn't change the selected shape keys anymore
     
    Kuro Usagi and Jazneo like this.
  13. Jazneo

    Jazneo Member

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    nice . vrchat need add this to there sdk lol
     
  14. Abnormal Sloth

    Abnormal Sloth New Member

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    Is it just me or has this suddenly broken in the past few days?
     
  15. Hotox

    Hotox Member

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    Did you update your sdk? If you did you have to apply the VisemeFix again
     
  16. Abnormal Sloth

    Abnormal Sloth New Member

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    Yep, that got it working. Thank you.
     
  17. Lyeco

    Lyeco Member

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    YOU MADE MY LIFE EASIER. THANK YOU
     
  18. Hotox

    Hotox Member

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    VisemeFix v3.0 is now released!

    Changelog:
    • VisemeFix is now a standalone plugin
    • It replaces the broken file with the fixed one in the VRCSDK on every Unity startup
    • You no longer have to apply this patch on every VRCSDK update, it happens automatically now!
     
  19. Hotox

    Hotox Member

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    VisemeFix v3.1 is now released!

    Changelog:
    • Moved the VisemeFix folder into the "Editor" folder to prevent errors when trying to publish avatars
    • Fixed a bug which could result in deleting an important file from the VRCSDK
    Important: Delete VisemeFix v3.0 before updating (folder "VisemeFix", can be done from within Unity and doesn't require an Unity restart)