rurre / PumkinsAvatarTools

A toolbox for easily setting up VRChat avatars in Unity. Adds functionality to the editor and automates some of the tedious tasks.
MIT License
740 stars 48 forks source link

[Request] Automatic GameObject Nesting for Mirrored Physbones #112

Open partyp770 opened 1 week ago

partyp770 commented 1 week ago

I make avatars with mirrored PhysBones a lot for Quest, which has a hard cap on Physbone components. Often, I put both sides into an empty Gameobject so they share a PB Component.

I really like PAT's Copy functionality, but I still end up having to re-set up a lot of mirrored Physbones whenever I make Armature tweaks.

I have an idea for how to automate this

PAT | "Root" Component

PAT | "Root Target" component:

rurre commented 5 days ago

Humanoid roots are something I've thought about. It's definitely gonna happen whenever I'll get to rebuilding the copier one day.


From: Penguiino @.> Sent: Wednesday, November 6, 2024 8:52:58 PM To: rurre/PumkinsAvatarTools @.> Cc: Subscribed @.***> Subject: [rurre/PumkinsAvatarTools] Feature Request: Automatic GameObject Nesting for Mirrored Physbones (Issue #112)

I make avatars with mirrored PhysBones a lot for Quest, which has a hard cap on Physbone components. Often, I put both sides into an empty Gameobject so they share a PB Component.

I really like PAT's Copy functionality, but I still end up having to re-set up a lot of mirrored Physbones whenever I make Armature tweaks.

I have an idea for how to automate this

PAT | "Root" Component

PAT | "Root Target" component:

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