#vnyan — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #vnyan, aggregated by home.social.
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It's dancing time again. Doing your song requests in #BeatSaber while testing-in-prod the latest version of my #VNyan followcam mod
https://twitch.tv/LumKitty
https://joystick.tv/u/LumKitty#VTuber #ENVTuber #VTuberEN #Twitch #Streamer #SmallStreamer
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My method for comms between #VNyan plugins works well, but feels wrong. Any #CSharp experts want to tell me the correct way?
The idea is to avoid reflection at runtime by having a function that returns a ref to the actual function which we then assign to a public function that is otherwise a dummy
For sharing variables this gives us things like Get_GetMainFollowCamActive which returns GetMainFollowCamActive and the same for Set.
At the other end these are local functions that can be overridden if the other plugin is present, then finally a {get;set;} that calls them
The relevant bits of code are here:
Source plugin:
https://github.com/LumKitty/VRnyan/blob/master/VNyan_Liv/FollowCam_Handlers.csCalling plugin:
https://github.com/LumKitty/VNyan-FollowCam/blob/master/VNyan-FollowCam/VRnyan_Handlers.csSome of these are called multiple times per frame. In my own setup it's 180fps, but in a worst case scenario, someone might need 3600fps
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Test footage from v0.6 of my #VNyan followcam and its VR integration. A quick test (with no body trackers on, just head + hands) and it is so smooth now.
The XYZ indicator in the middle, as well as my model are being rendered in VNyan, the VR world is Beat Saber, rendered by OnAirTap.
The challenge I've had to overcome is my headset is fixed to 90fps, while VNyan is set to match my stream which is 60fps, so the two elements being blended together are running at wildly different framerates.
The fix I came up with is to calculate followcam movements at 180fps as this is the lowest common multiple of 60 and 90 and make the most up to date value available to OnAirTap whenever it decides to render a frame, and likewise for VNyan (although there, there is the additional complexity of the Cursed Camera Queue when doing VR compositing). This means no matter how much framerates vary between the two apps, whenever they render one, it will always be in an appropriate place, so they always appear to move smoothly, even when frames are dropped
The downside to this approach is that there is, potentially, always 1 frame of difference in movement between the two elements. This isn't really avoidable, but in practice it's only noticeable if you're staring hard at a point where two static objects in the scene touch, and even then only at high camera speeds, so really I just need to add a camera speed limit to the options to resolve this.
I still have more to do.
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Followcam 0.6-beta and VRnyan 2.3-RC6 released.
With this I think they're actually good for people to try out together!Redid comms and removed all use of reflection at runtime, via silliness = better performance
Replaced Unity InvokeRepeating with a reliable high res timer = much smootherLive testing in prod on Wednesday!
#VNyan #VTuberTech #VTuber #ENVTuber #VTuberEN
https://github.com/LumKitty/VNyan-FollowCam/
https://github.com/LumKitty/VRnyan -
New #VGen is here! --> I follow for follow, especially if you're trying to get that first verification. https://vgen.co/maerchen1313 🖤🖤🖤
#vgencode #Vtuber #ENVTuber #anime #illustration #artist #digitalart #oc #vroid #3D #live2d #vnyan #vseeface #animation #sketch #community #art #Eldenwood #streamer #vshojo #nijisanji #hololive #hololivejp #hololiveEN #photoshop #manga #comics #vocaloid #streaming #idol #unrealengine #unity #blender #sketchfab #turbosquid #originalcharacter #bjd
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I've released V1.0 of my #Celeste -> #VNyan integration mod. It's almost identical to RC4 but fixes an incompatability issue with "A Randomizer Mod". Now your #VTuber can react to events in the game (like wind or hair colour)
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My #Celeste #VTuber mod is basically finished. Barring anyone finding a bug, RC3 is 1.0 final release. If you use #VNyan please give it a try and send me a link to your stream. I'd love to see what people manage to do with it!
It can track: Death, Hair Colour, Wind, Water, Feathers, bubbles, Level start/end, badeline launch and with a bit of config it can even detect when Madeline is behind your model so you can make yourself transparent.
It should be compatible with all hair colour mods and all mods that add extra dashes. (Tested with Hyperline and the Pointless Machines map in SBJ).
It's open source, with binaries available and comes with a sample node graph to get you started.
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I realised I never actually uploaded the video of the #Celeste part of my Celeste VTuber Mod. The RGB hair video did show the dynamic calculation of my complimentary stripe colour very well, but I think this revision now looks absolutely stunning when used actually in Celeste.
#CelesteGame #EXOK #VTuber #VTuberTech #ENVTuber #VTuberEN #VNyan #Catgirl #Mod