when swapping materials for things like hair colors u can use blend trees with single frame animations and have it on a radial puppet. or use a single empty udon with 1 animation with multiple material swaps on each frame and set the motion time to your float. im not telling you to do it a better way i actually came here to remember how to set up an integer and you helped me a lot. ints are good for if u have multiple meshes that conflict with animations and wont allow for more than 2 objects to work in a single toggle. bools have limits or if u want 3 different types of hair on a single model. and simple swapping between 2 wont work. great video!!. its a year old so I'm guessing you already learned about everything I just said lol.
This was a perfect tutorial! I'm somewhat ok at making toggles but I needed this method so I could turn off my ints like a "bool" toggle. Turns out I was just missing that "default" state 🤣 Thaaank yoouuu so much for this video ❤❤
Great Video and explanation, I learned more from this video than a Only Fans subscription. Thank You sir! Please Keep making videos!!!! Like for example.. Re-Make every single avatar video that is out there at the moment with your way of teaching!
the layer can be named what ever u want. but for the sake of keeping things in order its wise to make every thing the same exact spelling and capitalization. just the parameters in the fx and the parameters in the vrchat example parameters must be the exact same.
what do the animations look like for this? like for example, if i'm doing this for shoes, does my animation just have "sneakers ON, sneaker anticlip blendshape 100%" and that it? just one keyframe?
when swapping materials for things like hair colors u can use blend trees with single frame animations and have it on a radial puppet. or use a single empty udon with 1 animation with multiple material swaps on each frame and set the motion time to your float. im not telling you to do it a better way i actually came here to remember how to set up an integer and you helped me a lot. ints are good for if u have multiple meshes that conflict with animations and wont allow for more than 2 objects to work in a single toggle. bools have limits or if u want 3 different types of hair on a single model. and simple swapping between 2 wont work. great video!!. its a year old so I'm guessing you already learned about everything I just said lol.
i keep coming back to this video as it is VERY valuable to me. thank you so much for making this !
This is really well done, I finally got the integers to work, thanks man!
omg FINNALLY I found a proper multi toggle Int Tutorial Thank you
This was a perfect tutorial!
I'm somewhat ok at making toggles but I needed this method so I could turn off my ints like a "bool" toggle. Turns out I was just missing that "default" state 🤣 Thaaank yoouuu so much for this video ❤❤
been looking for a tut like this for so long, thank youu ❤
it was so hard finding one of these now i understand it very well! thank you!
Great Video and explanation, I learned more from this video than a Only Fans subscription. Thank You sir! Please Keep making videos!!!! Like for example.. Re-Make every single avatar video that is out there at the moment with your way of teaching!
The cat XD thank you for giving me a general idea on what integers are
the layer can be named what ever u want. but for the sake of keeping things in order its wise to make every thing the same exact spelling and capitalization. just the parameters in the fx and the parameters in the vrchat example parameters must be the exact same.
Thank you for this! is there any way you could show how you did your animations too?
what do the animations look like for this? like for example, if i'm doing this for shoes, does my animation just have "sneakers ON, sneaker anticlip blendshape 100%" and that it? just one keyframe?
what do you do if you only have greater or less than
Thank u, this was really helpfull! I was using greater and less values when i should've been using equals. Both work but just in different ways.