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av3-animation-as-crab/MigratingFromV0ToV1.md
T
Haï~ d22d73cc82 (BREAKING) Add AnimatorAsCode V1:
- Breaking changes:
  - Remove dependency to VRChat in the AnimatorAsCode.V1 namespace. The namespace should now be usable in non-VRChat projects.
  - All VRChat-specific methods are now extension functions in a separate namespace, AnimatorAsCode.V1.VRC.
  - VRChat methods that modify existing assets are split into a separate namespace, AnimatorAsCode.V1.VRCDestructiveWorkflow.
- Breaking fixes:
  - Fix incorrect type signature on AacFlFloatParameterGroup.ToList() and AacFlIntParameterGroup.ToList().
- Add AacFlBase.NewBlendTree():
  - This allows creating blend trees as code.
  - Add AacFlState.WithAnimation(AacFlBlendTree).
- Add AacFlBase.NoAnimator():
  - This can be used to obtain AacFlParameter objects for use in the generation of BlendTrees and other systems, without requiring the existence of a backing animator controller.
  - This can also be used in some cases where there are type casts (Bool to Float, Float to Bool).
- Add AacFlBase.NewAnimatorController():
  - This is meant to be used for non-destructive workflows.
  - This creates an animator controller inside the asset container. This animator controller will be reaped in the same way as other assets are reaped.
2023-10-02 04:51:07 +02:00

2.6 KiB

Migrating from V0 to V1

AnimatorAsCode V1 introduces the following main breaking changes:

  • VRChat Avatars is now an optional dependency. AnimatorAsCode can now be used in non-VRChat projects.
    • All VRChat-related functions have been split between two classes of extension methods.
  • You are now encouraged to use a non-destructive workflow by generating an animator controller asset without relying on an existing animator controller asset.
    • VRChat methods that use a destructive workflow, such as AacFlBase.CreateMainFxLayer() are located on their own class of extension methods.

Assembly definition

If you use assembly definitions, change the assembly reference from AnimatorAsCodeFramework to the following:

  • AnimatorAsCodeFramework.V1 in all cases.
  • AnimatorAsCodeFramework.V1.VRC if you depend on VRChat.
  • AnimatorAsCodeFramework.V1.VRCDestructiveWorkflow also if you need to edit the playable layers of the avatar directly.
    • Consider switching to a non-destructive workflow using VRCFury or Modular Avatar! See below.

Code changes

Code

  • Change AacV0 to AacV1
  • Change using AnimatorAsCode.V0; to using AnimatorAsCode.V1;
  • If your project depends on VRChat, you will need to use extension methods.
    • Add using AnimatorAsCode.V1.VRC; in your class imports to use the VRChat extension methods.
      • The extension methods are contained within the class AnimatorAsCode.V1.VRC.AacVRCExtensions.
    • Add using AnimatorAsCode.V1.VRC; in your class imports to use the extension methods.
      • The extension methods are contained within the class AnimatorAsCode.V1.VRCDestructiveWorkflow.AacVRCDestructiveWorkflowExtensions

TODO

  • TODO: Check TrackingElement being renamed to AacAv3.Av3TrackingElement

AacConfiguration

Since AacConfiguration no longer contains the avatar descriptor, you will need to use the extension method AacConfiguration.WithAvatarDescriptor(VRCAvatarDescriptor) to define the avatar in the configuration.

For example:

using AnimatorAsCode.V1;
using AnimatorAsCode.V1.VRCDestructiveWorkflow;
// ...

AacV1.Create(new AacConfiguration
{
    SystemName = systemName,
    AnimatorRoot = avatar.transform,
    DefaultValueRoot = avatar.transform,
    AssetContainer = assetContainer,
    AssetKey = assetKey,
    DefaultsProvider = new AacDefaultsProvider(writeDefaults: options.WriteDefaults)
}.WithAvatarDescriptor(avatar)); // The avatar descriptor is now defined by invoking an extension method.

Non-destructive workflow

Animator As Code V1 encourages the use of a non-destructive workflow.

Here's a quick example:

Please open the file Examples/GenExample4_NonDestructiveWorkflow.cs.