Capturing with native transparency is supported through OBS’s game capture, Spout2 and a virtual camera.įace tracking, including eye gaze, blink, eyebrow and mouth tracking, is done through a regular webcam. VSeeFace can send, receive and combine tracking data using the VMC protocol, which also allows support for tracking through Virtual Motion Capture, Tracking World, Waidayo and more. Perfect sync is supported through iFacialMocap/ FaceMotion3D/ VTube Studio/ MeowFace. VSeeFace runs on Windows 8 and above (64 bit only). VSeeFace offers functionality similar to Luppet, 3tene, Wakaru and similar programs. Lamp for the awesome example music and inspiration.VSeeFace is a free, highly configurable face and hand tracking VRM and VSFAvatar avatar puppeteering program for virtual youtubers with a focus on robust tracking and high image quality.jackiepi for math wizardry, emotional support and inspiration.Colonel Cthulu for incepting the idea to make the audio data visible to avatars.fuopy for being awesome and reflecting great vibes back into this project.ACIIL for the named texture check in AudioLink.cginc.Lyuma for helping in many ways and being super nice!.Thryrallo for the help setting up local AV3 testing functionality.Xiexe for the help developing and testing.Orels1 for all of the great help with MaterialPropertyBlocks & shaders and the auto configurator script for easy AV3 local testing.Merlin for making UdonSharp and offering many many pointers along the way.3 for joining the AudioLink team, helping maintain the codebase, and being instrumental in getting version 0.3.0 out.Pema for the help with strengthening the codebase and inspiration!.Texelsaur for the AudioLinkMiniPlayer and support!.lox9973 for autocorrelator functionality and the inspirational & tangential math help with signal processing.cnlohr for the help with the new DFT spectrogram and helping to port AudioLink to 100% shader code.phosphenolic for the math wizardry, conceptual programming, debugging, design help and emotional support!!!.Try dragging it straight into the AudioLink / audio source parameter! NOTE: If you previously used AudioLinkInput, you are welcome to continue doing so, however now in 0.2.5+ AudioLink is much smarter about inputs.Drag the AudioSource you were using previously into the AudioLink audio source parameter.Click the "Link all sound reactive objects to this AudioLink" button on AudioLink inspector panel.Re-add AudioLink and AudioLinkController to the scene by dragging the prefabs from the Packages//Runtime folder.Delete both AudioLink and AudioLinkController prefabs from the scene.In scene(s) containing old versions of AudioLink:.This feature is now considered experimental until VRChat maybe gives us native asynchronous readback.
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