JeroWorks 3.0 day 3: trying this again

“Why do you call it ‘day 3’ if you’re just now starting? It should be ‘day 1′” you’re likely asking yourself. I see this as Day 3, since what happened with Jero (that sparked this product to be started ASAP).

So, the VRChat Discord (and Youtube videos) are the only help I have left to get this project going. At least, I hope. There’s a possibility these videos explaining how to build the framework for World Constraint might be outdated.
All day I’ve been ‘waiting “patiently”‘ for a response in the VRChat Discord. Fuck what a long time I had to wait for help. Then one time I decided to redo my question again.
And finally… FINALLY I had an answer to what’s causing the initial issue of the object spinning on an axis when I turn.
It was, a second anchor. This proves Atherian didn’t fully look at the project, and just wanted to get done (I don’t blame him), and gave me more ammo to try again. And so I
did, using the latest World Constraint system. It seems the World Constraint itself is
the anchor, which makes sense. Hell, this is literally how World Fixed IK and Final
IK worked in 2.0.
I looked up a video on how to set up the framework, and found this..

The video has been super helpful.. until it told me to make an Int instead of a Bool. But with how much of a n00b I am with 3.0, I thought “let’s do this!”. Finally, I was done and ready to upload.
The SDK however, had other ideas (which kept me from uploading)..

I had followed the directions to. the. letter, and the issue persisted. Double and triple checked all the windows and shit, everything looked correct. Yet: ‘”NO!!”, said the SDK.’
I asked the VRChat Discord again, getting super stressed for really no reason. One person asked for some files for me, which I sent. But for some reason what I sent him and what I had, seemed outdated nomatter how many times I tried sending. I converted the Int into
a Bool, because the guy said the video I followed is sadly outdated.
Thankfully to convert it was pretty easy. Just do what I was told before in the video, but make it a Bool instead of an Int. Yet that didn’t fix the problem.
And when I thought I had fixed the problem, more problems started appearing. I could no longer define the parameter. I had uploaded it assuming I had it, but the new animation was using my ‘Dragon Eyes’ toggle. Something was still wrong.
…Finally, I discovered the problem. It was right under my nose until I finally noticed it. There was nothing wrong with the toggles. What was wrong, was user error that I have to set the other versions of my avatar to the correct StateParamaters. ‘RL Sized’ was set to the wrong StateParameter, which fucked EVERYTHING up. Soon as I fixed that, everything’s golden.
..WOW. Basically I backed up my StateParameters file of the one Atherian messed with, a version that was a clean slate, and the one I’m currently working on. It was set wrong.

As for ingame testing…

It WORKS!! The World Constraint WORKS!! 🥳 And it’s even better than the way World Fixed IK and Final IK would do it (with the object ‘jumping around’ on its lock point).
So there’s nothing wrong with the World Constraint. Good to know! 👍 Just need to figure out how to do the poses now. JeroWorks 3.0 is now one step completed. 😀
…But for now, I want to relax after a long day stressing over how in the fuck Atherian added the animations to the avatar without needing an Animator Controller.
(He dragged the animation into the main avatar, that’s how he did it)

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