emilianavt / VSeeFaceSDK

The VSeeFace SDK for Unity is used to export models in the VSFAvatar format.
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Hands are backwards when exported, crash on exporting with a frozen T-pose #39

Closed siliconspecter closed 1 year ago

siliconspecter commented 1 year ago

I have an avatar which exports correctly using UniVRM - the hand tracking looks great:

image

If I export the same avatar without making any changes using the VSeeFaceSDK, there is a warning when selecting the avatar from the menu:

image (Warning: Avatar has non-zero bone rotations. Make sure to do the first VRM export with "Pose Freeze" Enabled).

Skipping past this error, it looks good, except that the hands are backwards:

image

If I press Freeze T-Pose in UniVRM and export that using VSeeFaceSDK, I get a file which crashes VSeeFace:

image

Exporting to VRM and re-importing as the error advises loses all animations unfortunately.

emilianavt2 commented 1 year ago

Exporting to VRM and re-importing as the error advises loses all animations unfortunately.

This step is necessary. Without it, it is expected that the armature will behave in very unpredictable ways. You can set up animations etc. again after reimporting.

siliconspecter commented 1 year ago

Ah I was hoping to avoid remaking all animations in Unity each time small changes are made to the FBX but if it’s by design that I need to do a full Unity set-up from scratch each time that’s just what will have to happen thanks.

emilianavt2 commented 1 year ago

You can try a workflow like this one if you are making many changes: https://www.youtube.com/watch?v=AvI2w5iDCa8

siliconspecter commented 1 year ago

Ah I was doing something along the same lines but I’ll give that a go next time. Thank you!