【複数アバター対応】EvilFall Outfit 恶堕战斗员套装 (found by Nyaworks, Vimmy and me)
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@NeppyNepper https://workupload.com/file/3a5mpmUwQmq
Final Update is here~
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@Vimmy Thanks, bro! I appreciate you were willing to still deliver final update.
Though on "Also Has EVERYTHING in it for all avatars listed", technically 九尾の傍観者 was removed with Velle update because it apparently broke rules of avatar itself, still however can be fetched from previous Maya package.
Rules in it stated "sexual expression prohibited, except in private use", so really matter of question do we still want to keep it included with up to date package or respect its deletion from the set? -
@NeppyNepper I would probably respect the deletion tbh Plus anyone with some know how can make lewd expressions on the velle for private matters
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@Vimmy Yeah that's fine, just taking things into consideration since the official rules do leave hole for "Just don't show or use it in public". Basically leaving it to user end whenever to use it or not instead of full prohibiting it.
Also on technical side figured while back for multi-outfit avatars if you run more outfits than one(like EvilFall in this case). Like if you have default outfit in too, you can run something like this for "BodyFix" section.
Like setting extra transition with outfit swap parameter at when changing back to regular clothes
https://i.imgur.com/1yjQjKc.pngand you can have it like this at True-side when EvilFall is equipped
https://i.imgur.com/HvFyXie.pngLike at screenshots I got toggle for 0 swapping back to regular Anon clothes, then 1 to swap to EvilFall. Relatively easiest solution I think.
If condition isn't set to 1 exactly, bodyfixes aren't triggered. This setup I put on it considers if I'm adding further outfits in the future onwards from outfit 2.Makes some sort of sense what I'm saying, right?
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Yeah this just automates outfit toggle. Like I had casual outfit, bikini, and some other stuff on my Maya. So swapping out of evilfall otherwise would leave in collapsed elbow and leg visible(unless you manually disable glove and boot from evilfall's menu). Especially in that FX controllers added by MA add to bottom of the list, thus giving priority to added controllers.
Least so I noticed that things in bottom of the layer list get priority in Unity, like in default FX controller, right hand is below left in layers, so facial expression by right hand gesture goes first. -
how do you swap the outfit cause i have default one and the evilfall when i turn off my 2nd evilfall outfit still there but i dont know how can u guys gimme step by step
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@RankoKanzakii If you have Write Defaults on in FX controller, you can make something like this
https://i.imgur.com/vvMYK6N.png
In screenshot "Default" is empty state which with Write Default on moves costume's state to one when its uploaded.
And EvilFall state in screenshot turns on this animation which turns off in this case all Anon's default clothes and turns on EvilFall's prefab
https://i.imgur.com/V4HqCo9.pngBut yeah, you have to make sure this is turned on for that to work, that needs to be on at every animation in that layer
https://i.imgur.com/wf4OeO4.png
It basically returns anything not changed by animation to default state when you uploaded the model.
For example in this example animation state 0 and 1, 0 is default state(no animation, return to default state) when all Anon's regular clothing on and EvilFall is off and 1 turns off Anon's clothing and turns on the EvilFall prefab. -
@NeppyNepper ok thanks i hope this work
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Well, its one way to do it and worked for me personally. Your setup might require something different. I got things setup so I can run few outfits at the time instead of making multiple avatars for different costumes and kinda set things accordingly.
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Yeah, I use Liltoon myself most of the time since its what most booth prefabs come with now and shader does seem good for most functions. I'd probably use Poiyomi but I don't like the shader locking/unlocking being needed step with it.