Having to literally re-redo JeroWorks 3.0 (to fix Drex avatar bugs), causing unusual ones

/thread
Honestly. But that wouldn’t explain the unusual behavior I’m seeing with Unity. From last night to today I’ve been off and on busy manually re-adding framework to the base
model, and recently JeroWorks 3.0.
At one time I wasn’t fully paying attention when I accidentally was working in the wrong scene instead of the one I copied/pasted from the base project folder. When I finally realized my error, I started again making sure to pay attention. This sadly meant I had to literally recreate the entire project all over again. If I had just remembered to make backups in the past, I could’ve avoided this costly mistake.
One problem I’m encountering (that I cannot fix due to the way World Constraint
works), is the transforms aren’t lining up exactly as they were before; mainly
the ‘Y'(Up/Down) transform.
This lead to two issues;
1. The clones were 1/4 into the ground (when they’re not in the original project).
2. The clones aren’t being properly lined up with the proper Standing/Sitting/Laying Down etc transforms (of my avatar’s left hand).
Fucking hate this transform inconsistency between two projects. Still worked around it and was able to set most of them.

…Except I think those transform inconsistencies are causing five very odd bugs.
1. When setting World Constraint to a specific transform and then enabling the clone, the position numbers start moving by themselves. It’s like the clone is moving by itself, yet it’s also not (physically) moving.
When I move the pose to the World Reset, I notice the numbers stop moving. Like it’s trying to ‘pull’ the pose to that point.
2. When using Av3 Emulator, I get a completely different issue. I see the clone spawn for a split second then it despawns.
2a. The poses are doing ‘something’ to the Drex’s tail.
The tail droops down as normal when a pose is spawned, but when switching to another pose the tail ‘resets’ itself. And when despawning the pose (not picking another pose) the tail goes stiff. This sadly further proves it’s the age of the VictonRoy model (and/or the fact I’m trying to pull a 2.0 avatar into 3.0).
2b(or not 2b, that is the question). In World Constraint’s Container (where all the transforms are listed), it shows a value of ‘3’ instead of a ‘1’ for World Reset. Also it’s not switching between transforms when picking different pose types.
3. The animations seem to have auto-added themselves to the FX Controller, when looking at it through the Animator tab. ..I never added them.
…Ugh I might have to get catboy to help me with all of this. Hopefully he might know the source of these oddities. Deep down I feel he might tell me I have to re-re-redo the
entire thing (due to not properly installing World Constraint when I had started).

EDIT (June 2nd): Well it’s worse that my pessimist side thought of. Apparently, moving the files from the Base to the new JeroWorks 3.0 project was a bad thing. Problem is, it’s unsure if doing it ‘the correct way’ will even work in my favor. All catboy knows is
this should be working as it did before, but the FX Overrider might had gotten corrupted from the porting.
And the way I have to fix it, is possibly one of the most ridiculous things I’ve ever heard when it comes to Unity. …I have to throw everything in a FUCKING .unitypackage file
to ‘properly’ import it. What. the. FUCK. This was never, ever ANYTHING I’ve had to do in my life! And apparently this has been a thing with Unity since the start. This is not ‘just a 3.0 thing’. ..FUCK!!!

I dunno…. ma0ybe I got lucky somehow?? For how long I’ve worked with 2.0, this was never an issue for me. The only time I made a .unitypackage file was to send files to someone, but NEVER between projects!! I’ve always done it just like how I did it
before, and Unity didn’t bitch (too much). ..So HOW is this not a 3.0-only issue?!
*sighs* 3.0 issue or not, this may or may not be the problem. And according to catboy it’s how he’s prevented said issue from happening to him. I have no choice if I want to try to fix my Drex’s ears and tail (while also making it compatible with this project).
Acting like a spoiled 10-year-old isn’t going to solve these issues. If this is the only way, so be it.

But I still have the working original version, that I… look, I didn’t think it was going to
take THIS long for JeroWorks 3.0 compatibility + fix the issues with the Drex (and they still aren’t fixed)! I mainly put the blame on Novice, who I was very worried about and stayed with him. But he decides to abandon me (for what would’ve been hours) while talking to a famous Twitch streamer.
The hell, man?! Got off and that’s when I’ve stayed off, trying to fix both issues. Again I never anticipated for it to take days (or having to ask the VRChat Discord once again as if this is ‘Day 12’ (and still counting) of the project.

Anyway.. as I just said I still have the original version I can try to fix up from the
latest VRChat update. Just get the latest SDK installed and stuff. And this was ‘fun’ as well. So the ‘Right Side’ and ‘Back’ poses were all rotated the wrong way. ..How in the fuck did the VRChat update cause this to happen?! I still remember the update that
broke BTD 3.0’s jaw bone (that Kaelygon helped me with), but this is something else!
*sighs* I’ll take back my take back that the VRChat Team is incompetent. They ARE. They really are to fuck up this bad that it messes with my transform settings.

On the side, catboy had a brilliant idea to fix the PhysBones from shaking around when I grab the poses. Infact it was such a brilliant idea that it must’ve blinded him with how brilliant it was, to forget I’d have to do this with every single clone.
He came up with a ‘script’ that I recreated… the catch is I have to add every. single. PhysBone from every. single. clone, into two animations to make it work.

As much as I hate the fact I have to make idiotic .unitypackage files just so the FX Controller doesn’t go “I’m 🤪 so I’m gonna do THIS instead of what you want!”, going through that… I think I’m better off redoing all of the poses into one clone instead
of 11 clones.
In other words..

…Yeeeeeeeah no thank you. I’ll deal with the ‘glitchy’ PhysBones. They don’t bug me that much anyway. And I kindly reminded him what I went through when I did this in 2.0, how the pose would ‘shake’ a bit when I moved. So I’m used to it. 🙂

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