Git Product home page Git Product logo

valheimvrm's Introduction

key value
Name Yoshihiro Ito
Job Technical Artist
Twitter @yoship1639
Qiita yoship1639

GitHub Stats Card Top Languages Card

Outputs

UniToon Player2VRM

VRMmod

Qiita

My Qiita contributions My Qiita followers My Qiita posts

【LGTM 350】 Unityアプリを高速・安定化するために見直すべき事を9選まとめてみた

【LGTM 246】 ゲームの質を劇的に上げるカメラワークの3つの手法解説【減衰・FoV・手ブレ】

【LGTM 329】 C#のみを使って、今ソーシャルゲームアプリを作るとしたら

【LGTM 182】 最近の3DCGで使われる技術や用語をなるべく分かりやすく紹介する

【LGTM 124】 【Unity】最強のメッセージングライブラリ「MessagePipe」のメリットと使いどころを解説してみた

【LGTM 134】 ゲームの質を劇的に上げる描画の5つの手法解説【AA, DoF, Bloom, AO, Motion Blur】

【LGTM 573】 オブジェクト指向をより理解するために実際に書いて解説する

【LGTM 154】 しっかり学ぶシェーダプログラミング【シェーダをさわる前に編】

【LGTM 110】 0から仮想通貨を作るために知っておくべき技術【第1回アドレス編】

Shader Skills

  • PBR
  • Bling Phong
  • Half Lambert
  • Glass
  • Water with Screen Space Reflection
  • Grass
  • Plant
  • Bloom
  • Motion Blur
  • Depth of Field
  • Gaussian Blur
  • Sobel Filter
  • Variance Shadow
  • Light Culling
  • Horizontal Based Ambient Occlusion
  • Ray Tracing
  • and more...

Skills

  • C#
  • Unity
  • OpenGL4
  • HLSL
  • GLSL
  • CgFX
  • DirectX12
  • Vulkan
  • C++
  • Java
  • javascript
  • PHP
  • Docker
  • Go
  • node
  • Ruby
  • Rails

valheimvrm's People

Contributors

amidnightnova avatar paropew avatar yoship1639 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar

valheimvrm's Issues

valheimvrm visual enhancements gui/ingame adjustments. have made 520 vrms for people to use.

Have tried to reach out to you but never get a response. i'll try here.
Love the mod, currently have created over 350 vrm characters. My friend was nice enough to convert this mod to have a in game gui where i change/adjust all settings, swap character models live in game no more closing adjusting and relaunching. I hang out on the odin plus discord since they are the most active group for valheim mods if you choose to talk. their look up there mods on thunderstore and it has link to the discord.

here is a link of a low resolution video showing what it can do.
https://streamable.com/0dfguc

Support for model scale like 0.15

Hello, thanks for the mod.
Can you make the mod using the value like 0.15, 0.26 ECT...
The 0.1 are too small and 0.2 are too large, but if I set it to 0.15, the model become very huge.

ver1.0.10 or later

御世話に成ります。
ver1.0.10以降、非常に重いです。
ver1.0.10使用時はゲーム開始ワールドセーブ2回目、約10分でカクカク状態になり
ver1.0.11でも同じ状態の他にゲームが終了出来ません。
終了時固まってタスクマネージャーで終了させないといつまで待っても終わりません。
自分はmodも何種類か使用してますが、ver1.0.9では上記の状態にはなりません。
現在ver1.0.9へ戻してゲームしてます。

mtoon shader option cull defaults to cull back

Hello,

This might be one of the material issues you mentioned, but on my vrm model, it seems that in-game, the shader defaults to cull back, any way to have this set to cull none in the settings config or somewhere else?

Object reference not set to an instance of an object

Hello,

In gaming,not problem in play ,just the cmd error code report endless

[Info : Unity Log] [ValheimVRM] RightHandEuqipPos: (0.0, 0.0, 0.0)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ValheimVRM.Patch_VisEquipment_SetLeftHandEquiped.Postfix (VisEquipment __instance) (at <3544879eab8d48b7a88810c178c68e85>:0)
(wrapper dynamic-method) VisEquipment.DMDVisEquipment::SetLeftHandEquiped(VisEquipment,int,int)
VisEquipment.UpdateEquipmentVisuals () (at <64e3050735a54dbb8762d6e3432a1162>:0)
VisEquipment.UpdateVisuals () (at <64e3050735a54dbb8762d6e3432a1162>:0)
VisEquipment.Update () (at <64e3050735a54dbb8762d6e3432a1162>:0)

Fails to load with Unity standard shader

ValheimVRM 1.20.0 (latest)
Valheim 0.209.10 (latest)
BepInEx 5.4.19.0 (latest)
UniVRM 0.100.1 (latest)

Using default bepinex + valheimVRM player config

When I export my VRM model from Unity using UniVRM using the Unity Standard shader I get an error:

[Message:   BepInEx] BepInEx 5.4.19.0 - valheim (23/06/2022 1:01:13 PM)
[Info   :   BepInEx] Running under Unity v2020.3.33.9525882
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.19.0]
[Info   :   BepInEx] 1 patcher plugin loaded
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :   BepInEx] 2 plugins to load
[Info   :   BepInEx] Loading [ValheimVRM 1.2.0.0]
[Info   : Unity Log] [ValheimVRM] Add Shader: UniGLTF/NormalMapDecoder
[Info   : Unity Log] [ValheimVRM] Add Shader: UniGLTF/NormalMapEncoder
[Info   : Unity Log] [ValheimVRM] Add Shader: UniGLTF/StandardVColor
[Info   : Unity Log] [ValheimVRM] Add Shader: VRM/UnlitCutout
[Info   : Unity Log] [ValheimVRM] Add Shader: VRM/UnlitTexture
[Info   : Unity Log] [ValheimVRM] Add Shader: VRM/UnlitTransparent
[Info   : Unity Log] [ValheimVRM] Add Shader: VRM/UnlitTransparentZWrite
[Info   : Unity Log] [ValheimVRM] Add Shader: VRM/MToon
[Info   : Unity Log] [ValheimVRM] Add Shader: UniGLTF/UniUnlit
[Info   :   BepInEx] Loading [Display BepInEx Info In-Game 2.0.0]
[Message:   BepInEx] Chainloader startup complete
[Info   : Unity Log] 06/23/2022 14:23:09: Starting to load scene:start
[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (Amb_MainMenu).
[Info   : Unity Log] 06/23/2022 14:23:11: Using environment
[Info   : Unity Log] 06/23/2022 14:23:11: Using steam
Setting breakpad minidump AppID = 892970
SteamInternal_SetMinidumpSteamID:  Caching Steam ID: 
[Info   : Unity Log] 06/23/2022 14:23:11: Authentication:k_ESteamNetworkingAvailability_Attempting
[Info   : Unity Log] 06/23/2022 14:23:11: Steam initialized
[Info   : Unity Log] 06/23/2022 14:23:11: Using default prefs
[Info   : Unity Log] 06/23/2022 14:23:11: Valheim version:0.209.10
[Info   : Unity Log] 06/23/2022 14:23:11: Render threading mode:MultiThreaded
[Warning: Unity Log] 06/23/2022 14:23:11: Missing audio clip in music respawn
[Info   : Unity Log] 06/23/2022 14:23:11: Checking for installed DLCs
[Info   : Unity Log] 06/23/2022 14:23:11: DLC:beta installed:False
[Info   : Unity Log] 06/23/2022 14:23:12: Loaded localization CSV:localization language:English
[Info   : Unity Log] 06/23/2022 14:23:12: Loaded localization CSV:localization_extra language:English
[Info   : Unity Log] 06/23/2022 14:23:12: Loaded localization CSV:localization language:English
[Info   : Unity Log] 06/23/2022 14:23:12: Loaded localization CSV:localization_extra language:English
[Info   : Unity Log] [ValheimVRM] ModelScale: 1.1
[Error  : Unity Log] System.AggregateException: One or more errors occurred. ---> System.AggregateException: One or more errors occurred. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: shader
  at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader)
  at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in <c9fb31c2eee14ce4aeb36e4c61e154d8>:0
  at VRMShaders.OcclusionMetallicRoughnessConverter.get_Importer () [0x00017] in <3f747b53ad014ea5b3f09bc03783a885>:0
  at VRMShaders.OcclusionMetallicRoughnessConverter.Import (UnityEngine.Texture2D metallicRoughnessTexture, System.Single metallicFactor, System.Single roughnessFactor, UnityEngine.Texture2D occlusionTexture, System.Boolean isLegacySquaredRoughness) [0x0002b] in <3f747b53ad014ea5b3f09bc03783a885>:0
  at VRMShaders.TextureFactory+<GetTextureAsync>d__13.MoveNext () [0x00464] in <3f747b53ad014ea5b3f09bc03783a885>:0
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at UniGLTF.ImporterContext+<LoadTexturesAsync>d__32.MoveNext () [0x000b1] in <0290791accc8417eaf81f34d0ccd7a61>:0
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at UniGLTF.ImporterContext+<LoadAsync>d__28.MoveNext () [0x00155] in <0290791accc8417eaf81f34d0ccd7a61>:0
   --- End of inner exception stack trace ---
   --- End of inner exception stack trace ---
  at UniGLTF.ImporterContextExtensions.Load (UniGLTF.ImporterContext self) [0x00048] in <0290791accc8417eaf81f34d0ccd7a61>:0
  at ValheimVRM.Patch_Player_Awake.ImportVRM (System.String path, System.Single scale) [0x00018] in <9c68d11521304d628b2678b7157d1eb5>:0
---> (Inner Exception #0) System.AggregateException: One or more errors occurred. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: shader
  at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader)
  at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in <c9fb31c2eee14ce4aeb36e4c61e154d8>:0
  at VRMShaders.OcclusionMetallicRoughnessConverter.get_Importer () [0x00017] in <3f747b53ad014ea5b3f09bc03783a885>:0
  at VRMShaders.OcclusionMetallicRoughnessConverter.Import (UnityEngine.Texture2D metallicRoughnessTexture, System.Single metallicFactor, System.Single roughnessFactor, UnityEngine.Texture2D occlusionTexture, System.Boolean isLegacySquaredRoughness) [0x0002b] in <3f747b53ad014ea5b3f09bc03783a885>:0
  at VRMShaders.TextureFactory+<GetTextureAsync>d__13.MoveNext () [0x00464] in <3f747b53ad014ea5b3f09bc03783a885>:0
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at UniGLTF.ImporterContext+<LoadTexturesAsync>d__32.MoveNext () [0x000b1] in <0290791accc8417eaf81f34d0ccd7a61>:0
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at UniGLTF.ImporterContext+<LoadAsync>d__28.MoveNext () [0x00155] in <0290791accc8417eaf81f34d0ccd7a61>:0
   --- End of inner exception stack trace ---
---> (Inner Exception #0) System.ArgumentNullException: Value cannot be null.
Parameter name: shader
  at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader)
  at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in <c9fb31c2eee14ce4aeb36e4c61e154d8>:0
  at VRMShaders.OcclusionMetallicRoughnessConverter.get_Importer () [0x00017] in <3f747b53ad014ea5b3f09bc03783a885>:0
  at VRMShaders.OcclusionMetallicRoughnessConverter.Import (UnityEngine.Texture2D metallicRoughnessTexture, System.Single metallicFactor, System.Single roughnessFactor, UnityEngine.Texture2D occlusionTexture, System.Boolean isLegacySquaredRoughness) [0x0002b] in <3f747b53ad014ea5b3f09bc03783a885>:0
  at VRMShaders.TextureFactory+<GetTextureAsync>d__13.MoveNext () [0x00464] in <3f747b53ad014ea5b3f09bc03783a885>:0
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at UniGLTF.ImporterContext+<LoadTexturesAsync>d__32.MoveNext () [0x000b1] in <0290791accc8417eaf81f34d0ccd7a61>:0
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0
  at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at UniGLTF.ImporterContext+<LoadAsync>d__28.MoveNext () [0x00155] in <0290791accc8417eaf81f34d0ccd7a61>:0 <---
<---
[Info   : Unity Log] 06/23/2022 14:23:13: UI Group status changed Menu = True
[Info   : Unity Log] 06/23/2022 14:23:15: UI Group status changed Menu = True

When I switch to VRM/MToon it all works correctly:

image

The mod says it supports standard shader so I think it needs to be modified to support it

Valheim VRM avatar mod no longer working with 2024 Game engine update ( missing VRM shaders)

with the new Update here in 2024 it seems the developers have changed to a new version of unity which causes the VRM mod to stop working due to a Vrm Missing Shader attached are the command line prompt code issues If i was smart enough fix it my self i would but i cannot
with the devs changing the Unity Game engine and adjustments the mod will need some reworking

Note: i did have the mod working with a Mod manager which worked Great up until the Game engine change for the game
image

image

image

Models won't load with Valheim Patch 0.209.8

Hello,

I hope this isn't too big of a fix, but it looks like the latest version of Valheim, which updated the version of the Unity engine it is running on to 2020.3.33f1, broke the mod such that models don't load and the character can't move.

The error that I receive when starting the game is:

[Error  : Unity Log] MissingMethodException: void VRM.VRMImporterContext..ctor(UniGLTF.GltfParser,UniGLTF.LoadTextureAsyncFunc,System.Collections.Generic.IEnumerable`1<System.ValueTuple`2<string, UnityEngine.Object>>)
Stack trace:
ValheimVRM.Patch_Player_Awake.Postfix (Player __instance) (at <5d94e995f781439881a4768c74a7a119>:0)
(wrapper dynamic-method) Player.DMD<Player::Awake>(Player)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
FejdStartup:SetupCharacterPreview(PlayerProfile)
FejdStartup:UpdateCharacterList()
FejdStartup:SetSelectedProfile(String)
FejdStartup:DMD<FejdStartup::Start>(FejdStartup)

And the error that I receive when loading in to the world is:

[Error  : Unity Log] MissingMethodException: void VRM.VRMImporterContext..ctor(UniGLTF.GltfParser,UniGLTF.LoadTextureAsyncFunc,System.Collections.Generic.IEnumerable`1<System.ValueTuple`2<string, UnityEngine.Object>>)
Stack trace:
ValheimVRM.Patch_Player_Awake.Postfix (Player __instance) (at <5d94e995f781439881a4768c74a7a119>:0)
(wrapper dynamic-method) Player.DMD<Player::Awake>(Player)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
Game:DMD<Game::SpawnPlayer>(Game, Vector3)
Game:UpdateRespawn(Single)
Game:FixedUpdate()

BepInEx was updated before trying to load into the updated game. I have tried rebuilding the avatar using Unity 2020.3.33f1 and was received the same errors. Disabling the custom model enables the game to load and be played. Thank you for all the hard work on this amazing mod, I hope to be playing with it again soon!

Performance recomendations / improvements?

First off, thank you very much for this wonderful mod. We love being able to bring in our custom characters and have gotten a lot more enjoyment out of Valheim by using it.

Do you have any recommendations on improving performance when playing with 6+ people? We used avatars with no blendshapes, 1-2k textures, and kept vertices down but it seems that no matter what we do we get performance lag spikes that can cause Valheim to drop from 90fps down to 5fps making it unplayable if we get raided.

Thanks, any suggestions are appreciated.

Request, not issues

御世話に成ります。
近い場所でアバターが透ける対応、有難う御座いました。

全くゲーム開発やデーター系に疎いズブの素人考えで、
vrmとか出来る人は何でも出来るんじゃね?的な事からの要望なのですが
vrmでポインターの色や形を変える事は出来ないでしょうか?
雪山で雪が降る状況等の場面で白いポインターは的が絞りにくいので色が変えれたらと・・・。
人任せで申し訳御座いませんが可能であれば御願い致します。

some error occurred

Thankyou for the great mod! But some error occurred.
How do I fix it?

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ValheimVRM.EyeSync.Update () (at :0)

thankyou

とても身長の低いキャラクターが座るなどのアクションをしたときのy座標について

yoship1639 様

まず、この度は大変すばらしいMODのご提供、ありがとうございます。
私にとってこのゲームは大変すばらしいですが、このMODがなければValheimをプレイするには至りませんでした。
この素晴らしいゲームをプレイするきっかけを下さり、ありがとうございます。

この度の内容は、表題の通り座るアクションを行った際の地面に対するキャラクターのy座標が、特定の環境下で好ましくない描画となってしまう事に起因します。

特に、身長の低いキャラクターにおいて、二足歩行時以外のモーション時に問題の発生が確認できます。

具体的な状況は以下の通りです。
・地面に座ると完全に地面に埋まってしまう。
・椅子に座ると座面の下にもぐってしまう。
・ベッドに寝ると完全にベッドに埋もれてしまう。

環境は以下の通りです。
身長がとても低いキャラクターの使用。
参考URL:https://hub.vroid.com/characters/207806753480555692

もし、可能であれば以上の状況にご対応いただく、あるいは調査や検証の見込みがあるファイルやそのコードのステータス(?)等、なんでも良いのでご教授頂ければ幸いです。

以上、何卒ご検討宜しくお願い致します。

VRM SSAO issue with

I am encoutering an issue, where when SSAO is enabled, the character will be seemingly transparent to objects and shadows behind the model, like you can see in the image. I already downloaded this fix for the purple model: https://github.com/aMidnightNova/ValheimVRM/releases/tag/v1.3.8 . My issue has persisted since before and after downloading the fix, so I'm not sure what to do. It seems to happen regardless of other mods installed and the graphical settings used, except for SSAO, of course.
Changing the VRM settings doesn't do anything for the issue.
vrm

Compatibility with Dedicated Server?

I'm currently using this mod with dedicated server, but it seems there is a problem for file pathing.

As for normal games, valheim_Data is normal path.
but for dedicated server - valheim_server_Data is normal path!

Can you branch this mod for dedicated server version?

P.S Attaching BepInEx Logs :

[Message: BepInEx] BepInEx 5.4.19.0 - valheim_server (5/25/2022 4:06:41 AM)
[Info : BepInEx] Running under Unity vUnknown (post-2017)
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Linux
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.19.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Info : BepInEx] Detected Unity version: v2019.4.31f1
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 7 plugins to load
[Warning: BepInEx] Skipping [ValheimVRM 1.1.1.0] because of process filters (valheim.exe)
[Info : BepInEx] Loading [PlantEverything 1.11.3]

Currently I'm using multiple mods, but It seems it's not root cause of this problem.

NamePlate/ Text Vibrates

The gif is too big for posting so here is a link:
https://gyazo.com/2a622ea69c75d72dc2b1ff0fc0f2c4ec
This happens with all VRMs but not the default game model. I've tried scaling up, scaling down, adjusting the camera auto adjust (true/false) and Y offset but nothing helps.

The vibration speed is influenced by the location of the camera, behind and in front of the model is worst and at the sides it slows down but never fully stops.

Vrm models feet fall through ground

vrm models feet fall through the ground when walking and running but are above ground when standing around, and the my back leg goes into the ground during a front kick
Screenshot 2023-03-27 203402
Screenshot 2023-03-27 203341
Screenshot 2023-03-27 203313

[SOLVED] Doesn't work in 0.217.25

Mod does not work in 0.217.25 (did not test with previous versions, since have no idea how to do it).
Game itself with BePis works fine.
It also works if I only copy content of "plugin" folder into BePis "plugins".
But if I copy dll files from "DataManaged" to "Managed" (with 5 files being replaced in process), then after launching game it will only show 2 splash screens, and then immediately crash, right before game's "Main Menu" should appear.

1.1.1 ModelOffsetY float glitch

When I increase ModelOffsetY in settings_player to a value above 0.00, the player model will float + ascend upwards into the air. I've troubleshooted by reinstalling Valheim, but it seems to be ModelOffsetY causing the issue.

This was not happening in previous versions however, and seems to be exclusive to 1.1.1; In the meantime, I'll play the older versions.

(Thank you so much for this incredible mod, by the way! This has to be my favorite mod of all time. 😄❤️)

ピンクの質感の問題

最近のアップデートで、テクスチャーが紫色になった。Unityが2022年にアップデートされ、コアとなるVRM Shaderがなくなったことが原因のようです。助けてください :(

321073928-ad587e43-77e4-4600-b703-6405617a8d7c

update

御世話に成ります。
ValheimがアプデされBepInExPackもアプデしないと起動出来ない為にアプデしました。
しかしながら、v1.0.10,v1.0.11の時同様にゲーム開始数十分で重くなりカクカク状態に陥ります。
vrmが原因なのかは素人の私には分かりませんが、以前と時間的にも動作的にも似ているので確認願います。

Fail to find the model

Hello, I had followed the tutorial but it seem to cannot find the vrm file even though the vrm is in the 'ValheimVRM'

Screenshot (402)

Screenshot (401)

Screenshot1 (399)

Here is what I am currently running:
ValheimVRM 1.20.0 (latest)
Valheim 0.211.9 (latest)
denikson-BepInExPack_Valheim-5.4.1901 (latest)
UniVRM 0.105.0 (latest)

The mod attempts to load settings from a path with hardcoded backslash '\', breaking cross-platform compatibility

Settings.cs Line 12 always inserts a backslash, regardless of what operating system the game is running on.

Since the game is cross-platform and also runs on Linux, this causes the problem that the settings file can not be found where it should be.

Replacing the backslash with just a slash '/', System.IO.Path.DirectorySeparatorChar, or using the Path.Combine function would easily fix this and still work on Windows just as well.
I can create a pull request if desired.

ModelScale

Parameter "ModelScale" in file settings_NAME.txt not working!

Odd behaviour parsing LeftHandEuqipPos, RightHandEuqipPos

Only whole numbers seem to parse out. For example,
RightHandEquipPos=(0.0000,0.0008,0.0002)
comes in as (0.0, 0.0, 0.0)

I managed to get (0, -1e-1, 1e-1) to work to give result of (0.0, -0.1, 0.1), but trying to get more than one decimal place (eg with 1e-2) fails.

Perhaps "Settings.ReadVector3( )" cannot be relied on to parse numbers below 0.1 and the parsing can instead be done by custom function.

False Y offset

Currently not using this setting for the VRM, but any and all that I test have the same animation issues. The character sinks into the floor when dodge rolling, sinks in water when swimming, and many animations are lowered from original. It may even seem like the camera is bugged? Unsure on the behavior. It can be replicated on any and all models regardless of any settings.

Can't see friend VRM

I added friend VRM to my files but their vrm appear as normal character not VRM only mine works

can't disable mtoon

I've been using ValheimVRM for a while now but with this new update it looks like the default shaders aren't loading for my character, instead being replaced with solid pink. It still loads with mtoon; but in my opinion the overly cartoony/lack of hard shaders look out of place. If anyone has any ideas or methods of circumventing this through unity or anything, please let me know!

update 2

タイトル、updateでの状況の追加のようになりますが、動作が重くなり始めカクカクしたままゲームを続けると時間経過と共に何とか普通に動作するまでに回復します。
しかし、そのままゲームを続けると建築作業中や大雨、吹雪等のグラフィック描写が多くなった時に画面がフラッシュを焚いた様に何回か点滅し固まります。
v1.0.10,v1.0.11でも同じ状況になった事がありますが、守護石を設置した建物の増築中だったため守護石の点滅と思い気にしませんでした。今回は守護石不設置中の建築中ですし、v1.0.11からv1.012にアプデ以降は起きなくなってた症状です。
改善策あれば御願い致します。
因みに、フラシュの様に点滅中はアバターが透けます。

他プレイヤーのVRMを適用した際に発生する、定期的な動作遅延について。

表題のトラブルが発生しています。
該当プレイヤーの回線に問題があるのか、当方の回線に問題があるのか分かりません。
またVRMキャラクターデータのファイル容量も影響するのかもしれません。

該当プレイヤーのVRMを外すと遅延は発生しません。
原因や改善方法わかれば教えていただきたいです。

Vrm bug texture models

good evening everyone. After the last update of the game, when you try to replace the model (it turns pink, how can I fix this?) or do I need to wait for a new version of the VRM?
Без имени

Files Need updating for new Valheim deployment (shader issue / crashing issue)

The newest update has replaced some files that VRM requires to appropriately handle shaders for VRM models. Using the files from valheim VRM will result in a failed start of the game. (Having steam verify the files fixes the issue) Using the new Valheim files will result in a transparent mesh with missing texture's unless MTmoon shaders is set to true but the mesh remains semi transparent.

The game has become impossible to run

Thank you for the VRM mode update.
The recent Valheim update made it impossible to run the game when applying the VRM.
It looks like it needs to be modified.

[Feature Request] Named NPC VRM support

Hi there,
Your mod is really awesome~ It would be so wonderful if the mod can also replace Named NPC with VRM model :) Then we can populate villages with custom VRM NPCs!

Thanks in advance :)

Syncing and adding animations

Hi, I'm using the Valheim VRM mod in my build. and I had a few questions and ideas.

Ideas for improving the mod:
There is only one - to add a "node" point for server synchronization, so that the mod checks not only the character's nickname, but also his SteamID (SteamID is checked from the server, matched with the nickname, and allows the display of any VRM avatar that is assigned to the SteamID data in the server database).

There are the following questions:
1.Do I understand correctly that I need to use the VRM Posing desktop application to add my own animations?
2. Is it possible to find documentation on adding animations for Valheim VRM somewhere?

P.S.I'm sorry for my English.

Linux Compatability?

Got it working for myself just today on Windows after some fighting, but friend on Linux is having a massive struggle. Documentation makes no mention if this mod is Windows Only or not, but BepInEx is working for them just fine. Any advice?

Build

日本語で失礼致します。
Valheimも取り敢えず全ボスを倒し終わりmodを導入し、vrmに興味を惹かれこちらも導入させて頂きました。
vrm的な問題なのかは自分自身では判断しかねてる事で、例えば2×2の内寸法の煙突を建築中とした場合
アバターが内側に居て作業している状態で頭や髪が透けずポインターがまるで見えません。
デフォルトのアバターの場合は早い段階で透けると言うよりカメラ視点が変わり、頭等が気にならない様になってます。
vrmアバターデーターの問題なのか、こちらで改善出来る事なら改善願います。

Question about Original Equipment

Thank you for your brilliant masterpeice giving me a happy time.

I wonder if it is possible to make my VRM characters show original equipments on them in the game,
or maybe it would be available in the future version?

I long to see my VRM Character put on those fancy Viking armors and be a Viking. XD
A ANIME VVVVViking XD

Sitting on chair

Hi,

First I want to thank you for your great job on VRM, and I realy enjoyed what you did with Craftopia too.
When my character sit down on the ground or on a chair he is alway too low ( I guessed that it came from my model but what part... (bone ?)).
I have to say that all is good when my character stand up or crawl / swim.

Thank you for your attention, have a nice day.

Offset doesn't reset after certain actions

I noticed upon making a new character to test this out with their arms were well above the birds legs but also floating high above the ground when they landed, reloading the world seem to set them back on the ground normally. also pressing X to sit on the ground causes the model to hover after they stand back up.

seems any time the game adjusts the position of the character the position doesnt seem to reset properly.

座り込んで立ち上がるとキャラクターの高さが変化する

タイトルの通りです。
https://i.imgur.com/rvgakY2.mp4
座るまでのモーションを最後まで見た後、移動キーで立ち上がっています。
キャラの高さの変化はタイトル画面に戻る再度ワールドに入ることでリセットされるようでした。
座りこみのモーション中にジャンプでキャンセルすると高さの変化が起こらない場合もあり、石階段の上で上記の操作をすると動画とは逆に少し浮くようです。
スタート時に浮くor埋まるということが無いように調整したキャラクターでも同様の現象が発生することを確認しています。

あと、本件とは恐らく関係ないですが、走るか歩く時に前に出た足の先のほうが地面に埋まります。
ですが武器のガードモーションのまま横歩きをすると足の埋まりが発生しないようです。

ゲーム本体 0.209.10
BepInExPack_Valheim-5.4.1901
valheimVRM 1.2.0 (キャラ設定ファイルは初期数値)
モデルはVRoidStudio1.4.2で項目を一切変えず出力した初期状態の女性アバター

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.