This unofficial guide will explain how to create static objects to use as attachments on the Genesis8 figure. Please note that this is completely unofficial, i discovered those steps by tinkering around, some might be wrong, but they worked for me. I am not responsible for broken installs or lost hours of sleep. Use at your own risk!
Pre-requisites:
Basic/intermediate Unity understanding. This guides assumes you know a bit about Unity already.
1. Import your FBX file inside Unity and make a prefab.
As an example, i will use some custom glasses from a character from VRChat.
Assuming you have your mesh ready, with all adequate textures and elements, you can now transform it into an attachment.
2. Add the following components to your parent object:
- Attachment
- Transform Controllables Set
- Controllables Set Container
3. On 'Transform Controllables Set' check 'Disallow Physics Driven'. Everything else stays the same in that item.
4. Configure the attachment. Add the 'Display Name' and the other fields. You will use them to find your asset inside VAM2 later. I added 'Cute Glasses'.
5. On the 'Attachment Configs', add an element. In the compatibility ID add "MeshedVR:G8Head", and check 'Parent to Receiver' and 'Set Position And Rotation'
6. If your asset is in the wrong orientation, use 'Rotation Adjustments'. The 'Position Adjustments' should be used as well, but we will get the correct values in game to align the attachment properly.
7. Assuming your asset is ready for export, save it as a prefab again. To do this, simply create a new folder (Following VAM2's guide for morphs, should be on 'Assets/UserArea/<YourAssetName>') using the Project tree explorer, drag and drop your asset there.
8. Click on the AddonCreator element, in 'Auto Configure From Objects' create a new element. Now, from the Project tree (this is important, do not drag from the hierarchy directly to to the creator!) drag the prefab into the newly created element into the AddonCreator script. Hit Configure (upper right side). Set your name, addon name, version, etc. Use the 'Capture' button to select a thumbnail!
Your object should appear under 'Addon Asset groups' as 'Attachment'
Now hit Build Addon and Deploy Addon.
9. You should see your object in-game under <YourCharacter>.Addons (Using the in-game navigation). When you spawn your object, they might appear far away. Now we will adjust it to the character. Go on the 'Bones' section of your character, the last item should be your attachment. Click on it and on 'Transform'. Now adjust the 'Local Position' (X, Y, Z) until it aligns with your character.
10. Now Copy the values from the 'Local Position' (-1.356 and 0.004 in my example) and go back to the step 6, and type the 'Position Adjustments' (X, Y, Z). Save the prefab, and build the addon again.
Done! This should work for any attachment. You can also indicate other attachment points to attach objects. See the meta.json of the addon VaM2_Beta1.1\Addons\MeshedVR\FigureG8FemaleGPGens\1.0 (or any other G8 character) to list the possible attachment points. If where you want to attach an object isn't on that list (Hand, for example) then it's not supported right now.
Creating attachment points in the character is possible, but that requires making a custom figure. Possible, but not very easy.
I hope you found that useful. Ask around in VAM's Discord if you have any suggestions.
Tips:
- You can let VAM2 open while rebuilding addons. If the addon is modified, it will automatically reload your scene!
- You can add complex elements to your attachments like bones, colliders, lights, etc. They work similarly to a CUA for VAM1, but better.
The Bunny Glasses asset belongs to FoxiPaws.
Pre-requisites:
Basic/intermediate Unity understanding. This guides assumes you know a bit about Unity already.
1. Import your FBX file inside Unity and make a prefab.
As an example, i will use some custom glasses from a character from VRChat.
Assuming you have your mesh ready, with all adequate textures and elements, you can now transform it into an attachment.
2. Add the following components to your parent object:
- Attachment
- Transform Controllables Set
- Controllables Set Container
3. On 'Transform Controllables Set' check 'Disallow Physics Driven'. Everything else stays the same in that item.
4. Configure the attachment. Add the 'Display Name' and the other fields. You will use them to find your asset inside VAM2 later. I added 'Cute Glasses'.
5. On the 'Attachment Configs', add an element. In the compatibility ID add "MeshedVR:G8Head", and check 'Parent to Receiver' and 'Set Position And Rotation'
6. If your asset is in the wrong orientation, use 'Rotation Adjustments'. The 'Position Adjustments' should be used as well, but we will get the correct values in game to align the attachment properly.
7. Assuming your asset is ready for export, save it as a prefab again. To do this, simply create a new folder (Following VAM2's guide for morphs, should be on 'Assets/UserArea/<YourAssetName>') using the Project tree explorer, drag and drop your asset there.
8. Click on the AddonCreator element, in 'Auto Configure From Objects' create a new element. Now, from the Project tree (this is important, do not drag from the hierarchy directly to to the creator!) drag the prefab into the newly created element into the AddonCreator script. Hit Configure (upper right side). Set your name, addon name, version, etc. Use the 'Capture' button to select a thumbnail!
Your object should appear under 'Addon Asset groups' as 'Attachment'
Now hit Build Addon and Deploy Addon.
9. You should see your object in-game under <YourCharacter>.Addons (Using the in-game navigation). When you spawn your object, they might appear far away. Now we will adjust it to the character. Go on the 'Bones' section of your character, the last item should be your attachment. Click on it and on 'Transform'. Now adjust the 'Local Position' (X, Y, Z) until it aligns with your character.
10. Now Copy the values from the 'Local Position' (-1.356 and 0.004 in my example) and go back to the step 6, and type the 'Position Adjustments' (X, Y, Z). Save the prefab, and build the addon again.
Done! This should work for any attachment. You can also indicate other attachment points to attach objects. See the meta.json of the addon VaM2_Beta1.1\Addons\MeshedVR\FigureG8FemaleGPGens\1.0 (or any other G8 character) to list the possible attachment points. If where you want to attach an object isn't on that list (Hand, for example) then it's not supported right now.
Creating attachment points in the character is possible, but that requires making a custom figure. Possible, but not very easy.
I hope you found that useful. Ask around in VAM's Discord if you have any suggestions.
Tips:
- You can let VAM2 open while rebuilding addons. If the addon is modified, it will automatically reload your scene!
- You can add complex elements to your attachments like bones, colliders, lights, etc. They work similarly to a CUA for VAM1, but better.
The Bunny Glasses asset belongs to FoxiPaws.