See here: - Thanks, Update mmd_tools to v2.3.0 More info here: - thanks, Add Digitigrade Legs tool for generating parallelogram-style digitigrade leg bones, for real digitigrade movement. Integrate "Immersive Scaler" by Triazo - this tool allows you to automatically scale your armature to try to comfortably match VRChat's preferred dimensions, making your knees and elbows match their real positions.Introduce Generate Twistbones: an instant way to generate helper bones that prevent joints from shrinking when twisted, for a more natural look. Add 'fit clothes', a method for projecting a models weights outward onto clothing, creating 'perfect' weighting (will never clip unless it can't be avoided).Add option to 'Copy Only' some meshes, letting you keep an existing mesh/material (such as transparent eye overlays) during export.These can look odd at extreme angles, but work great for fur detail/etc. Ability to Bake height/displacement maps - Also called 'Parallax maps', these are natively supported by the Unity Standard shader, and add real 3d surface effect to meshes.Slight optimization to Bake texture packing - it now does the math using Numpy instead of native python, which saves some copying cost (and makes it a lot more readable).Attempt to preserve the original Armature and Mesh names when baking, so more animations work out of the box.This should fix issues with pre-existing animations! Re-apply Armature transforms after baking, then inverse-apply the original transform, so the 'scale' matches the original.Revamp the way Bake tweaks materials to bake the passes correctly, which should avoid a number of prior issues.This can add a ton of realism when used in tandem with Ambient Occlusion! This also incorperates Subsurface Scattering, letting you Add Indirect Diffuse baking option - this will bake refected indirect light in the Diffuse pass, then screen it on top of your existing Diffuse texture.Delete old CATS Bake folder when baking.Support for UVPackmaster3 - thanks, Switch viewports to 'material preview' after baking, so you see the result correctly.Warn if GPU rendering isn't set up in system settings.Pack Ambient Occlusion into Metallic 'Green' channel: Simply drop the 'metallic' map onto both slots for your avatar, save a whole texture!.Add a number of warnings for Bake: these will show up at the bottom of the panel, and warn you ahead of time of some common issues that can occur.The props end up weighted to the new bones, and an animation is generated for shrinking/disabling them and vice versa. Add 'Prop Bone' generation - you can now create toggleable clothes/props at only the existing cost of 1 material, plus some additional GPU skinning cost for extra bones.Update Prioritize Head/Eyes to only target eyes, and be on by default.thanks, Tighten UV boundaries, adding a few % worth of more texture space - thanks, Made Smart Project angle configurable - thanks, Add Second Life support - Bake will handle the PBR to Specular workflow, bone translation, export, and LODs, allowing your avatar to be exported as-is into Second Life! Add Solid Material Optimization - when some, but not all of your materials only use a solid color, this will squeeze them into a single color square on the output UV map, potentially saving you significant UV space.Add experimental Garry's Mod export - CATS will take care of all of the texture/bone/model conversion and PBR to specular workflow, allowing you to bring your model as a playermodel into Garry's Mod! (experimental as the API can fail sporadically, so you may need to try multiple times.) - Thanks, Some fixes for Avatars 3.0.Optionally merge twist bones on export (for platforms which don't support constraints).body areas under clothes without harming your model. Automatically remove any geometry selected by an inverted Mask modifier, letting you remove e.g.Add postprocessing filters to Baked images - Uses OpenImageDenoise to denoise raytraced renders (Ambient Occlusion, realtime emit) and sharpening on resampled bakes, improving end quality. These changes split shapekey-affected geometry into their own mesh, cutting your avatar's GPU skinning cost significantly.
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