Animaze v 1.25.8028 presents Support for Ready Player Me Avatars (.glb files)
Author: Cristina_Animaze,
published 3 years ago,
[b]Happy update day, Animaze Community![/b]
After the highly anticipated .VRM implementation, we’re back with some exacting new features and tweaks for you. Features include support for Ready Player Me avatars (.glb files) and embodiment improvements.
[img]https://clan.cloudflare.steamstatic.com/images//38657414/ee9c0e56d6c55b05f14238c360e79f22df085dca.png[/img]
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[*][b]Support for Ready Player Me Avatars (.glb files)[/b]: You can now use your Ready Player Me avatar in the Animaze app! Create your own personalized avatar at https://animaze.readyplayer.me/. After you’ve created your Ready Player Me avatar, import it into the Animaze app by following the steps described [url=https://www.animaze.us/manual/readyplayerme]in our dedicated documentation[/url] or in this quick video:
[previewyoutube=_zx39KPDPw4;full][/previewyoutube]
[*] [b] We’ve added Extreme Head Angle Attenuation for the tracked expressions. [/b] We’ve enabled this option by default. When your face rotates away from the camera, we lose track of your off-camera facial features, and the tracking becomes unstable. We’re addressing this by significantly increasing the smoothing when reaching these unstable angles. The option is customizable in Advanced Config (found in the Profile section)
[*] [b]New in-app tutorial[/b] We’ve added helpful tips and step-by-step instructions on setting up streams in Animaze. We know a lot of you are Animaze pros by now, so we will only show them to new installs. If you want to check out the set-up-stream steps, you can find them in the Enable Virtual Camera Menu.
[img]https://clan.cloudflare.steamstatic.com/images//38657414/ad495a98960d6ae0411a5d7a090322fd3d19f37e.png[/img]
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We also worked hard to fix the following issues:
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[*] [b]VRM fixes and tweaks:[/b] For these fixes to take effect, please be sure to update the Editor and re-import your models!
[*] [b]Added UV animation & UV scale and offset support[/b]
[*] For those of you who have blend shape groups that reference the same raw blendshape (e.g., mouth open and mouth funnel proxies use the same Jaw Drop raw blendshape), VRM model tracking animations should work better.
[*] We fixed how we addressed missing textures on GLTF materials that use the color multiplier. This should fix models that appear black unexpectedly.
[*] We fixed the issue with models that have the "." characters in the name. Just reimport and rebundle.
[*] We improved audio latency for audio lip-sync, audio broadcasting, and the hear yourself function.
[*] We fixed the issue with audio input defaulting to Virtual Microphone when you have no other input device.
[*] We fixed the select audio input devices issue (sometimes the selection was incorrect).
[*] Animation key binds now show in the animations panel, in all languages (not just English).
[*] The names of Live2D special actions and poses made through FaceRig’s .cfg files no longer appear empty.
[*] We fixed the dedicated capture window distortion issue. Now, the Animaze feed will appear undistorted no matter how many window resizing adjustments you make.
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As always, we love hearing what you think about the new features and Animaze! Tell us what you’d like to see added to Animaze on our [url=http://animaze.tv/discord]Discord [/url]server, email us at support[@]animaze[.]us, or message us on [url=http://animaze.tv/twitter]Twitter[/url]!
Happy Streaming,
The Holotech Team