#Go/Pose as global parameter

1 messages · Page 1 of 1 (latest)

wooden sage
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My avatars check for Go/Pose which I added to avatar parameters so it's synced, this is so I can show a simplified AFK if the user is in a pose (avoid them being yoinked into a full AFK animation when sitting/laying down basically)

Obviously I can add this to the VRCFury object's global parameters myself but it'd be great if it could be added officially for update resilience. No worries if not, I realise you can't accommodate every project!

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Actually... hold that thought.... maybe I can check the Upright parameter for being in a prone position instead. This would also accommodate the automatic sits and such.

limber totem
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There is already that setup in the action

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For stand,crouch & prone

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But if you sync, Go/Pose and add a 4 branch, that works too

wooden sage
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ohh I see, thanks

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Part of my logic was having modular AFK options (using VRCfury) independent of GGL to allow easy updates and keep it simple etc. If the chosen AFK VRCF prefab is located below GGL, it nicely overrides it, just without that pose logic

limber totem
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adding a layer will work but the tracking controller will still be running in the ggl layer

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by default there is an intro then a loop

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so that extra layer should be setup like it without tracking control or any other vrc behaviors

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the only behavior would be layer weight

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or the ggl will get overwrite when a regular afk or emote is played

wooden sage
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Ohh yeah I get you. Since behaviours like VRC tracking control don't work quite the same way as the animations like overriding each other etc.

What I have atm is like the original SDK action layer but with everything except AFK stripped out. Which seems to more-or-less match your criteria, except GGL doesn't change whether eyes and mouth are tracked (which I guess I'd never have noticed)

limber totem
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I try not to touch those since those are often use for gesture.

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or face tracking

wooden sage
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yeah makes sense. For me the default AFK will be a sleepy one with eyes closed
Thanks I'll have a play around

wooden sage
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Ahh so the Upright parameter doesn't change when you use poses so that wasn't a workaround, that's a shame. I thought the temporary pose space shifting the viewpoint down would set it to a prone value, too bad

Think the only way will be to provide an altered GGL and hope the user will know the implications of updating it and learn how to set up GGL for their preferred AFK

wooden sage
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Actually.... am I right in thinking GGL's AFK system has changed since the last version I used? I'm sure it used to check for "Go/Pose=false" and block AFK animations if you were in a pose, which is probably why I added my "simplified AFK" on top in the first place. But now when testing I jump into the AFK position no matter what 🙂

limber totem
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Yeah, now it uses the 3 afk set up

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So your character doesn't bump on other players if afk detection is enabled

wooden sage
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Ohhh wait so it does check for Go/Pose=false still (just in the 3 part setup), I somehow didn't spot that. That's good, that's how I was used to it and I like the reasoning

It's just that it's still putting me into the AFK animation even while a pose is active (with the vanilla unaltered GGL and no additional AFK layers) and I can't see why, but maybe that's a GestureManager thing

limber totem
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I think it puts you in the standing afk spot by default, I don't remember

limber totem
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In a chair, it's the pose you are in that play

wooden sage
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Finally had time to continue and ahh I get it. I wasn't expecting to enter the Standing AFK Init animation while in a pose, because of the Go/Pose=false restriction on this transition (which is what stopped it in previous versions and why I made a "simple AFK" for poses in the first place)

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But it's actually the default state for this statemachine, along with the AFK statemachine
So to get the behaviour I was expecting, it'd have to be added a couple of layers "up"

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like so

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That said, unless the default action layer on the avatar is explicitly blanked out, the default VRC one gets merged in and activates anyways, so I'd have to also remember to empty the action slot on the avatar or just create and include an empty controller

wooden sage
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And to answer my original question, since Go/Pose is only a local, VRCF doesn't rename it and I can safely just add it to the "main" params to make it synced (which was part of a discussion I had on here last year haha)

limber totem
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i think vrcfury stopped adding prefix for ggl

wooden sage
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ohhh

well that would also make sense

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and the thing with Go/Pose=false not being included in the "WaitForActionOrAFK->AFK" transition by default (so because of state machine defaults, the standing AFK always gets triggered regardless) is by design?

limber totem
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sort of, cant really know what pose someone use when they go afk