Tool can break the Trigger with one animation.
MrDummyNL opened this issue · 1 comments
I have original avatar package and tested it works good.
The avatar uses Boolean paramater for Trigger (in the menu)
The Animator looks [ IDLE ] <- -> [ ANIMATION STATE]. It uses only 1 animation, and the animation has 2 frames for 0 and 1, so it toggle to 1 and when toggle is reset, animation is also reset and goes to 0. Each frame has own settings for avatar.
The tool changed the FX in the way it can break this type of animation, because there is no more "reset" send to animation. That means the animation will never go back to Frame 0 and stays always in Frame 1.
I have another avatar with FX, using 2 animations for ON and OFF. So in the animator there are 2 states. This toggle structure is different from one-animation / state setup. Your tool has no problems with two On/Off animation method. It works without much problems.
But, Haï, i wasted hours to figure out why my toggles cannot reset the animation position and when i slowly build up, i discovered your tool changed the FX and broke the reset part. Why can your tool break some animator parts? This is not supposed to break something.
Now i know your tool can break the one animation/state trigger config, i am forced to use two animations/stats ON/OFF trigger config. But i am not happy here. Can you explain me what happened in the animator? What might break the animator parts?
I delete all generated FX setups made by your tool, and then all triggers worked normal. You did something here that cause broken FX for avatar toggle with one-animation/state method, like in picture below. No reset send here even trigger is back to False.
Hello,
First of all I need to ask, is your animator compliant with VRChat Documentation, notably the "Write Defaults on States" section?
See https://docs.vrchat.com/docs/avatars-30#write-defaults-on-states
Write Defaults is an option available on states in Animators in Unity. [...] Write Defaults will write the initial state of all animation properties at run-time. This can cause some very strange interactions if you don't plan for it.
[...]
We recommend keeping Write Defaults off and explicitly animating any parameter that needs to be set by the animation. Note that this may require adding "reset" animations or adding properties to the animation to "initialize" transforms in a specific orientation.
By default, CGE requires that your avatar animator to be compliant with VRChat Documentation. If it is not compliant, CGE can break things because it was designed to work with compliant avatars.
If your avatar is NOT compliant with VRChat Documentation, you need to change this setting to tell CGE that it needs to be built with a compatibility mode: