Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hello, I'm noting some observations about the new emote model:

The spinning emotes aren't animating correctly; the animation in question isn't rotating.

The feet aren't fixed to the ground (tested with models with foot ik exported from MMD and with normal models), which causes the feet to rotate with the animation or float. (In Unity, the base animation controller has a foot ik option, which usually fixes this last issue, but since you only export the animation, it's not possible to do it yourself.)

It appears that you can't set a reset time, as is the case with effects like glitch or tremor. It's suggested that this feature be implemented so that very long emotes stop after a certain time.

This is a separate observation: the expressions don't open the mouths enough, whether in native tracking or from other applications like VSEFACE or XR Animation, where in those applications the model opens its mouth quite a bit, but in VTuber Plus it only opens halfway.

Examples:

Example of the spin emote (Fortnite Export Old School): It doesn't spin, causing only the arms to extend during the reward in VTuber Plus.

Example of the mouth: I use a Muppet-style avatar. In XR Animator, the mouth tracks and opens completely, but in VTuber Plus, this doesn't happen; it only opens halfway or simply appears closed. (This occurs even after adjusting the sensitivity settings in BleanSheps VTuber Plus.)

Example of the feet: In the Miku Miku Beam animation, the avatar lifts its legs, and when it tries to rotate its hips, the feet lift. Due to the issue with the spins, the hips don't rotate either, and it looks as if the VTuber model is doing a dab.

(1 edit)

Hey, thank you for taking the time to write this comment. I'll look into them.