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Maruseu

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A member registered Feb 23, 2019 · View creator page →

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I'm not sure what that means, try it out the plugin is free, you can type zero dollars in the download box. xinput and lots of conventional dinput controllers will work.


The plugin should start sending the inputs as soon as you can see the main window with the input preview. If you have more than 1 device that is recognized as a controller you can press the left/right arrow keys while the plugin window is focused to select.

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PC only. If you are able to make your controller act as a pc controller then it will most likely work. There are a couple programs that can make switch controllers act as xinput.

Absolutely does! Run the plugin in the PC that is connected to the gamepad, it will show a "Connection failed" message and generate a ip_adress file in the same folder the plugin is located, open that with a text editor and change its contents to the local ip of the computer running VTube Studio, next time you run you should hopefully see the permission pop-up in VTube Studio.

No plans for that, sorry. I will keep this in mind if I find some free time in my hands, I'll be sure to reply here so you get a notification!

Well, lucky you it already does have separate parameters for each button! Check out the GPView example model included in the example models zip file

The plugin simply adds input parameters for your controller, you can either have your rigger rig a controller asset directly in your model, or use VTube Studio's Live2D item feature to use an already rigged controller asset with your model. There is a free asset you can use in the Example models zip file if you dont have one, just extract it and put it in the Live2D Items folder and it will show up in the item list.

Silly me i was editing an older version of the code. Should be fixed now!

Redownload the application! The F2 key will toggle it on or off, you can check if it is supposed to be toggled on in the debug menu 

(F1). Tell me if you encounter any bugs!

Setting up my windows build environment rn, would you prefer that i made it so that the image never leaves the defined bounds or that it ignores the input when it is on other monitors?

Sorry, no plans to add hotkey events to it right now, this plugin is intended to justpass the controller input to vts input parameters. This wouldnt work for every situation but maybe you can put the animation in the vts idle animation with a on/off parameter bound to a controller parameter.

In this case every parameter used in the animation would be have a key on the on/off parameter that would cause the animation to not affect the model.

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I didn't archive 0.2 unfortunately just 0.1

https://github.com/maruseu/Nyarupad-VTS/releases/tag/v0.1.0-alpha

I don't think this would resolve your issue however 🙇

That's the default pro controller behavior in windows. You have to use some program to convert it to xinput or dinput

I uploaded the past version separately, you can select it from the downloads page. Features wise you aren't missing anything in the new version it was just intended to update the underlying library.

Its strange that I had the same behavior w/ pro controllers since day 1 of the plugin. Idk if just downgrading will fix it. If it doesnt there are some programs that will translate the pro controller input to xinput and that should work

I see. A shame but that is the best I can do with my knowledge at the moment.

The stable version of the library i use to read inputs has been in limbo for a while.. Its literally older than that controller's release date, so maybe now that i built it using a beta version of the library it will work better. Redownload it and tell me if it fixes it. The title bar should now read Nyarupad 0.3.1.

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L/RButton = Left or right face buttons are being pressed / down (most useful if the face of the controller is not visible from the camera, or to add bump/tilt)

    Down = 1 if the face buttons from the respective side are held

    Pressed = 1 on the first frame the button is held then goes to 0

L/ROnStick = if 1 the thumb should be on the stick, 0 hovering over the face buttons. It is set to the one you used last

L/RThumbX/Y = position of the thumb when hovering over the face buttons.

These last ones are a bit hard to conceptualize so here's a gif demonstrating them

Its kinda too many keyframes to put on a thumb but if you rig it in this order

  • Start
  • (Start on 0) ROnStick
  • (ROnStick on 0) A,B,X,Y
  • (A,B,X,Y on 0, ROnStick on 1) RStickX/Y
  • (All on 0) RThumbX/Y

Its not so bad

Steam input used to work even unfocused when i tested it but that was 2 years ago, maybe they changed it, i think you're going to have to try it natively again. Delete the "token" file in the plugin's directory and remove it from the VTube Studio's plugin list and try to launch it. Do note that the authentication request will appear in VTube Studio before the plugin window is created.

What Windows version are you on? Are you launching it through Steam or something similar?

Thats strange to say the least, tokens should be unique and if authentication fails it should just ask for a new one. Im glad you were able to troubleshoot it. Ill try replicating it even if artificially to see if there's any way for the program to handle this automatically

thanks for the suggestions! I plan to add them at a later date however I'm currently too busy with live2d work. It may take a couple months until I'm able to implement them

Depends on the adapter. If windows detects it as xinput or dinput should work, if it detects it as a switch pro controller then you're going to have to use an external program

You can dm me on twitter @nyaruseu

Nope, the plugin only adds input parameters.

However you could add the animations to your idle animation file and key the parameters used in them together with a toggle parameter so it only moves when the toggle param is 1

Yeah some people recently reported the same thing with the plugin through steam input but it was always a bit janky..

If your controller is an xinput or dinput try not launching through steam.

If it's a nintendo controller try using a program such as betterjoy instead of steam input.

If you absolutely need to launch it through steam check if both the game and the plugin have steam input enabled. If they both have try disabling it in the game if they dont try enabling it in both

Yeah. Unless you find a way to connect to your pc and switch at the same time

You will probably have to edit it in live2d cubism if you can't do it just by editing the texture file.

Live2d has a 40 day trial, you can use that

No keyboard support because you simply dont need it. In vts you can make expressions for each of the buttons and sticks and achieve the exact same result.

For example here I binded the key "A" to LStickX = -1, which will move the left stick to the left


My plugin is waay more simple than what you are thinking. It simply passes the variable values to the program like for instance Left stick's vertical position it can go from -1 to 1 and then the animator does the animation left thumb up and down animation and links these values to the model.

You probably want to search for 3d animation or 3d rigging tutorials, how to interpolate and set them to a specific value. Good luck!

Unreal engine is a game engine, it should already have functions for handling controller input, you shouldn't try to port the plugin to it just use the built in input handling in ue to trigger animations in the model.

I have no idea how to do it but it shouldn't be too different than doing it in a game project and there are plenty of ue tutorials for this in the internet.

Sorry, I have no idea why it would work with one Steam game but not the other.

Are you launching the plugin through Steam as well? If not its worth a try at least. Add it as a non-steam game, go to properties and enable steam input in it as well.

There actually is a way to achieve this!

Parameters are LThumbX and Y and RThumbX and Y (you have to press tab to view them).

Use them when ThumbOnStick is 0 and ABXY are at 0.

I guess you could even discard the ABXY parameters and use only Thumb parameters together with ButtonDown. Do what works best for you.

Unfortunately for the time being no, it's just how windows handles the pro controller. However i did find success if you launch it through steam as a non-steam game and enabling steam input. For non steam games you can also use a third party program that converts the pro controller input to xinput such as Betterjoy.

Unfortunately for the time being I won't add support to it. I already tried to but couldn't and have no way of testing it which makes it even harder.

You could try running it through steam and using steam input to remap it or using a software such as UCR - Universal Controller Remapper as a workaround

Sorry for the confusion. I designed this application to be as minimalistic as possible, so it'll try to connect to vtube studio as soon as you double-click it, the preview window will only appear after connecting.

https://files.catbox.moe/puc20t.webm

Open vtube studio and enable plugins before executing the file. When executing the plugin a pop up should appear inside vtube studio.

its just the way that windows recognizes the pro controller, if you go to the "Set up USB Controllers" and select your pro controller you can observe the same behaviour. 

One solution could be to add it on steam as a non-steam game and enabling support for controllers there

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ah I see what you mean. im not sure whats causing this issue but one thing you can try to do is adding it in steam as a non steam game and enabling steam input in the properties and launching from there if you really want to use the plugin

this may be an issue with windows 11 but i don't have a way to test it at the moment

Unless you're trying to connect to another computer or you changed the plugin port in VTube Studio you should use the default "ws://localhost:8001"

Also make sure you have "Start API (Allow Plugins)" checked in the first tab of the configuration in VTube Studio. Also check immediately below it if it says it's using port 8001.

You can do it in the live2d editor

file > export image/movie > export psd

dont change the name of the layers when you adjust! then reimport the psd by dragging it to the editor and check the option to replace the old psd. adjust the meshes if the art clips out of them