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[3.4.8] Referencing vrc.Blink in an animation causes vrc.Blink = 100. #207

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GapVR opened this issue Feb 13, 2025 · 2 comments
Open

[3.4.8] Referencing vrc.Blink in an animation causes vrc.Blink = 100. #207

GapVR opened this issue Feb 13, 2025 · 2 comments

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@GapVR
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GapVR commented Feb 13, 2025

Updating from 3.4.7 to to 3.4.8 causes the Blink blendshape defined in the VRC Avatar Descriptor to be set to 100 when the following conditions exist:

  • A state exists on any layer in the FX controller (can be orphaned), which contains an animation with a reference to the blendshape set for Blink in the VRC Avatar Descriptor.
  • VRC Animator Tracking Control is set to "Animation" by transition into a state with the component.

Reproduced (on my project) with:

Image

Reverting to 3.4.7 fixes the problem.

@lyuma
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lyuma commented Feb 14, 2025

This is supposed to depend on whether blink is set to animated in tracking control.

If the blink blend shape set in your avatar descriptor is set, I was under the impression that the animator cannot animate those blend shapes.

You need to use the VRC Tracking Control to set Eyes / blink to Animated if you want to animate it with an animator (or disable the blink from the avatar descriptor)

I assume you've tested in game and it works differently there? I'm just confused what you expect to happen. A blend shape can be either done by vrchat's avatar system, or animated. It can't be both at the same time.

Edit: as for why reverting to 3.4.7 "fixes" the problem, it is more accurate to say that 3.4.7 does not properly emulate blinking, so it is inaccurate emulation, not fixed.

@GapVR
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GapVR commented Feb 14, 2025

Thanks for replying. The VRC Animator Tracking Control components were set to Animation on all states with Left/Right Gesture > 0 and there wasn't any issues both in-game and on the emulator before the last update. I've tried to narrow down the cause and updated the original issue with my findings.

This might be an isolated case since I have other projects (different avatars) using 3.4.8 which actively sets the blendshape used for Avatar Descriptor's Blink (using VRC Animator Tracking Control set to "Animation") with no problems.

I took a look at 3.4.8's commits and it was just eye/jaw bone rotations which shouldn't cause any of this. 3.4.7 had the code for blendshapes, but downgrading to 3.4.7 (via VCC) restored existing behavior.

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