/bHapticsOSC

Application to allow the bHaptics Player to interface over OSC

Primary LanguageC#GNU General Public License v3.0GPL-3.0

bHapticsOSC

Application to allow the bHaptics Player to interface over OSC.
Special Thanks to bHaptics for making the bHaptics Gear as well as supporting me wherever needed! :D


REQUIREMENTS:

VRCHAT USAGE ONLY

  • A bHaptics Compatible Avatar

  • VRChat's Open-Beta
    Currently Avatar Dynamics is only available on the Open-Beta branch of VRChat.
    You can switch to this branch in VRChat's Properties in Steam or Oculus.

VRCHAT AVATAR CREATION ONLY

  • VRChat's Open-Beta SDK
    Currently Avatar Dynamics is only available on the Open-Beta SDK of VRChat.

  • A Custom Avatar with an FX Layer and Expression Parameters.
    Depending on the Devices you choose to Integrate the Expression Parameters will need a certain amount of free memory space.
    Below is a handy chart for how much memory each Device takes up.

Device Memory Usage Per Device
Head 6 bits
Vest 40 bits
Arm 6 bits
Hand 3 bits
Foot 3 bits

USAGE:

  1. Download the bHapticsOSC ZIP Archive from Releases.
  2. Extract the bHapticsOSC Folder from the ZIP Archive.
  3. Start the bHaptics Player and connect your Devices.
  4. Run bHapticsOSC.exe

VRCHAT USAGE:

  • Make sure you are on VRChat's Open-Beta branch.
  1. Follow the normal USAGE guide above.
  2. Change into a bHapticsOSC Compatible Avatar.
  3. Make sure that OSC is enabled in the Avatar 3.0 Radial Menu. (Options -> OSC -> Enable)

VRCHAT AVATAR CREATION:

  • Be sure to create a backup of the Avatar's Scene before continuing.
  1. Download the Source Code for Haï~'s Animator As Code from HERE.

  2. Extract the av3-animator-as-code-main Folder from the ZIP to the Root of your Project's Assets folder.

  3. Download the bHapticsOSC VRCSDK Unity Package from Releases.

  4. Import the bHapticsOSC VRCSDK Unity Package to your Project.

  5. Navigate to Assets/bHapticsOSC/VRChat/Prefabs.

  6. Pick a set. Inside the Prefabs folder you will see 2 sets of Prefabs.
    One set is for just the Contacts, One set is for using the included Meshs.

  7. Drag, Position, and Attach the Prefabs from that set's folder onto the Avatar's Armature.

  8. Add the bHapticsOSC Integration component to the Avatar next to it's Avatar Descriptor.

  9. Select which Devices you wish to Integrate.

  • Every Device will give you a Mesh GameObject selection.
    If you used a Device Prefab that has an included Mesh then select it here, if not leave this blank.

  • Some Devices will give you a Use ParentConstraints option.
    This will attempt to attach ParentConstraints from the Prefab to the Avatar's Bones.

  1. Click the APPLY button.

LICENSING & CREDITS:

bHapticsOSC is licensed under the GPL-3.0 License. See LICENSE for the full License.

Third-party Libraries used as Source Code and/or bundled in Binary Form: