Releases · feilen/tuxedo-blender-plugin (original) (raw)
v0.4.2-alpha (Fixes for 4.2, 4.3, 4.5 and 5.0)
- Update unit tests to account for new Blender versions and fix (most) issues that have been introduced with them.
- Most of this was renaming, or convention changes in upstream Blender.
- The UI now mentions that Second Life requires Blender <5.0, as they removed support for Collada (DAE) files.
- Remove Sharpen filter, it was too inconsistent between versions and gave a worse experience than simply using DPID in the VRChat SDK.
optimize_solid_materialsshould work, but let me know if there's any issues - there appears to be no python API for accessing which loops are selected in Blender 5.0.
v0.4.1-alpha (Facetracking fixes)
- Some shapekeys were generated totally wrong after some efficiency improvements, these have all been fixed.
v0.4.0-alpha (Automatic facetracking generation!)
- Automatic (SRanipal) face tracking shape key generation from visemes!
- Uses the AA (for jaw), OH (for lips and jaw) and CH (for lips) keys to determine where parts of the face are, then generates them.
- Blends the above as well as 'smile' and 'frown' keys to generate almost all of the facial tracking keys (29 of them!) you'll need, or at least a good starting point!
- Also uses 'blink' key to generate all needed eye shapes.
- Works best on 'physical' avatars, ones where the visemes closely pertain to actual mouth movement.
- If your initial results are poor, try resetting non-jaw vertices in AA, non-lip vertices in CH, etc to the basis.
- Originally built atop https://github.com/Adjerry91/VRCFaceTracking-blender-plugin, but never made it past the release stage.
v0.3.0-alpha
- Fix issues with Blender 4.0.
- Remove "Optimize Static Shapekeys", as it no longer provided a performance boost.
v0.2.0-alpha
v0.2.0-alpha (prerelease)
Bake
- Finish porting over Garry's Mod bake functionality (thanks, @989onan!)
v0.1.0-alpha
v0.1.0-alpha (prerelease)
Figured I'd throw this together in case anyone's searching for it!
Known issues:
- Garry's Mod features listed below aren't forked yet.
- Optimize Static Shapekeys doesn't work in Bake yet.
Bake - changes since CATS v0.19.0:
- Multi-platform baking in one go! Most of the differences in how Bake handles different platform all have to do with texture packing and Normal map generation, which are the fastest/easiest steps. So now you can generate all platforms in one go, in just about the same amount of time! Presets have been added to target different performance levels, which should speed up experimentation.
- Add 'Optimize Static Shapekeys' - when a shapekey is active, it adds to the GPU cost based on how many vertices are in that mesh, regardless of how many are active. These changes split shapekey-affected geometry into their own mesh, cutting your avatar's GPU skinning cost significantly.
- Add postprocessing filters to Baked images - Uses OpenImageDenoise to denoise raytraced renders (Ambient Occlusion, realtime emit) and sharpening on resampled bakes, improving end quality.
- Automatically remove any geometry selected by an inverted Mask modifier, letting you remove e.g. body areas under clothes without harming your model.
- Optionally merge twist bones on export (for platforms which don't support constraints)
- Add experimental Garry's Mod export - TBP will take care of all of the texture/bone/model conversion and PBR to specular workflow, allowing you to bring your model as a playermodel into Garry's Mod! (experimental as the API can fail sporadically, so you may need to try multiple times.) - Thanks, @989onan!
- Some fixes for Avatars 3.0
- Add Solid Material Optimization - when some, but not all of your materials only use a solid color, this will squeeze them into a single color square on the output UV map, potentially saving you significant UV space. - thanks, @989onan!
- Tighten UV boundaries, adding a few % worth of more texture space - thanks, @989onan!
- Made Smart Project angle configurable - thanks, @989onan!
- Add Second Life support - Bake will handle the PBR to Specular workflow, bone translation, export, and LODs, allowing your avatar to be exported as-is into Second Life!
- Fix issues with hidden geometry
- Update Prioritize Head/Eyes to only target eyes, and be on by default.
- Add 'Prop Bone' generation - you can now create toggleable clothes/props at only the existing cost of 1 material, plus some additional GPU skinning cost for extra bones. The props end up weighted to the new bones, and an animation is generated for shrinking/disabling them and vice versa. Fully toggleable clothes/props on Quest!
- Add a number of warnings for Bake: these will show up at the bottom of the panel, and warn you ahead of time of some common issues that can occur.
- Pack Ambient Occlusion into Metallic 'Green' channel: Simply drop the 'metallic' map onto both slots for your avatar, save a whole texture!
- Warn if GPU rendering isn't set up in system settings
- Support for UVPackmaster3 - thanks, @PikaChokeMe!
- Switch viewports to 'material preview' after baking, so you see the result correctly
- Delete old Tuxedo Bake folder when baking
- Add Indirect Diffuse baking option - this will bake refected indirect light in the Diffuse pass, then screen it on top of your existing Diffuse texture. This can add a ton of realism when used in tandem with Ambient Occlusion! This also incorperates Subsurface Scattering, letting you
- Revamp the way Bake tweaks materials to bake the passes correctly, which should avoid a number of prior issues.
- Re-apply Armature transforms after baking, then inverse-apply the original transform, so the 'scale' matches the original. This should fix issues with pre-existing animations!
- Attempt to preserve the original Armature and Mesh names when baking, so more animations work out of the box.
- Slight optimization to Bake texture packing - it now does the math using Numpy instead of native python, which saves some copying cost (and makes it a lot more readable)
- Ability to Bake height/displacement maps - Also called 'Parallax maps', these are natively supported by the Unity Standard shader, and add real 3d surface effect to meshes. These can look odd at extreme angles, but work great for fur detail/etc.
- Add option to 'Copy Only' some meshes, letting you keep an existing mesh/material (such as transparent eye overlays) during export.
- Add experimental Detail Mask baking (requires manual intervention) - Allows you to keep a tremendous amount of detail with shader trickery, without increased performance or VRAM cost. (tutorial TBD)
Custom Model Creation:
- Add 'fit clothes', a method for projecting a models weights outward onto clothing, creating 'perfect' weighting (will never clip unless it can't be avoided)
- Introduce Generate Twistbones: an instant way to generate helper bones that prevent joints from shrinking when twisted, for a more natural look. Tutorial here: https://github.com/feilen/tuxedo-blender-plugin/wiki/5-Minute-Twistbones
- Add Digitigrade Legs tool for generating parallelogram-style digitigrade leg bones, for real digitigrade movement. See here: https://www.youtube.com/watch?v=yY_gnDVhyHQ - Thanks, @989onan!
Misc:
- Introduce 'Repair Broken Shapekeys', a button that tries to repair shapekeys corrupted by some blender operations by recreating your original basis
- Add Second Life, Garry's Mod bone translation options
Fixes:
- Fix typo causing KeyError
- Update and improve unit tests
- Work around blender bug causing weird seams in renders
- Fixed tuple into list causing potential lag - thanks, @989onan!











