That's the default pro controller behavior in windows. You have to use some program to convert it to xinput or dinput
Maruseu
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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
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.
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.
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
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.
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
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.
there's no tutorial yet because the vtube studio update that allows you to have live2d pinned items released literally today lmao
you can add the example model as an item by opening it and going to the item menu (the one beside the change background button) and selecting "load current model as Live2D item". after that you can just add it and pin it to your existing model like any other item
also remember to have the plugin connected for the model to appear
i didnt meant bitrate compression i was talking about compression the sound effect, for instance if you used fl studio i think if you let all the instruments really loud the limiter compresses the sound so it doesnt clip the waveform, most audio programs probably have something like this too
using a lossy format is probably fine, i dont think u can really notice it until the bitrate is reeeally low