Hello there, @ruals. Syarif Your content is pretty good. I was wondering whether we might change the gun in this example BR200. For example, we may add more firearms and see how the IK system adjusts to those guns. Could you create a video on this?
Hello there, thank you very much for your suggestion, much appreciated! It's very interesting to try, and I will add it to my list of future videos. However, for the version that uses the RPM avatar, there is still an issue with bone stretch when leftHand IK is activated, as mentioned on the project's itch.io page. This happens due to differences in bone structure between the arm of the RPM avatar and the default model used in BR200. I have tried to fix this by modifying the relevant scripts, but so far, it has not been successful yet 😹.
Hi, You can modify the UI through the prefab or assets located in TPSBR/UI/Prefabs. You can also access it by opening the GameplayUI scene in TPSBR/Scene/GameplayUI. Hope that helps!
I have also tried it here. I don't know, but it seems like there's an issue in the gltfFast repository that is causing the UPM process of RPM Core to fail. [Package Manager Window] Cannot perform upm operation: Unable to add package [github.com/atteneder/glTFast.git#v5.0.4]: Cannot checkout repository [github.com/atteneder/glTFast.git]: Error when executing git command. Downloading Documentation~/Images/Unity-glTF-workflows.png (59 KB) Error downloading object: Documentation~/Images/Unity-glTF-workflows.png (aa50e39): Smudge error: Error downloading Documentation~/Images/Unity-glTF-workflows.png (aa50e3980f8e9a99e53b8347cdde7e293fe37ffb5e1469640379d802ef304541): batch response: This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.
Hello Ruals Syarif, Thanks a lot for this video. Can you please make a video for character implementation using mixaxo or other rigged model. I have tried your "Ready Player Me" Documentation and package but I am getting some errors while importing. Thanks in advance
You're very welcome! Yes, I plan to implement it as well with commonly used models and rigs, such as those from Mixamo or Synty. Regarding the error you're facing, if it's not too much trouble, could you please provide more information about it?
Hi, thank you in advance. The possibility for that exists, but it certainly requires an extra step because BR200 is fundamentally packed with a TPS base.
So is that all i need Just add the sdk and bridge to my br200 project and it works as intended? Or did you have to do a lot to make it work? Ive already changed all the procedural map data to my liking and would rather not do it again
Hey, the bridge covers the visual aspect and animation of the character in order to do that the bridge will also patch some scripts in BR200 assets. You can read more about it on the itch.io asset page. So, if possible, I would suggest trying it out first in a fresh imported BR200 project, and or make sure to back up your project first before implementing the bridge on your running project.
I'm getting some errors after importing the simple bridge unity package files. 18 errors total, coming from files like Agent.cs, CharaterAnimationController.cs. etc. Looks like KCC import has been moved from Fusion.KCC to Fusion.Addons.KCC among other changes. What is the best way to get simple bridge compatible with the latest version of Fusion?
Yes, you’re right, there’s a namespace change in the BR200 version of Fusion 2. I’m planning to update this, probably around next month. thanks for your information
You are someone who needs support. Thank you
hi thanks, much appreciated
Hello there, @ruals. Syarif
Your content is pretty good. I was wondering whether we might change the gun in this example BR200. For example, we may add more firearms and see how the IK system adjusts to those guns. Could you create a video on this?
Hello there, thank you very much for your suggestion, much appreciated! It's very interesting to try, and I will add it to my list of future videos. However, for the version that uses the RPM avatar, there is still an issue with bone stretch when leftHand IK is activated, as mentioned on the project's itch.io page. This happens due to differences in bone structure between the arm of the RPM avatar and the default model used in BR200. I have tried to fix this by modifying the relevant scripts, but so far, it has not been successful yet 😹.
Make how to change the maps in the asset
is there an updated version of this to work with current readyplayerme?
will try to update it around next month
Greate JOB !
Thanks!
Hi thanks friend, you've made my day as always 😀
Hi,Dude can you tell me how to change UI in BR200?please reply bro!
Hi, You can modify the UI through the prefab or assets located in TPSBR/UI/Prefabs.
You can also access it by opening the GameplayUI scene in TPSBR/Scene/GameplayUI. Hope that helps!
@@rualssyarif Ohh,I was changing it from menu scene, Thanks man
Hi i tried to import ready player me sdk but face with a problem of GLTFast not being able to import
I have also tried it here. I don't know, but it seems like there's an issue in the gltfFast repository that is causing the UPM process of RPM Core to fail.
[Package Manager Window] Cannot perform upm operation: Unable to add package [github.com/atteneder/glTFast.git#v5.0.4]:
Cannot checkout repository [github.com/atteneder/glTFast.git]:
Error when executing git command. Downloading Documentation~/Images/Unity-glTF-workflows.png (59 KB)
Error downloading object: Documentation~/Images/Unity-glTF-workflows.png (aa50e39): Smudge error: Error downloading Documentation~/Images/Unity-glTF-workflows.png (aa50e3980f8e9a99e53b8347cdde7e293fe37ffb5e1469640379d802ef304541): batch response: This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.
@@rualssyarif
thank you very much
@@lucianozero2309 It seems to be fixed, I've just tested it.
Hello Ruals Syarif,
Thanks a lot for this video.
Can you please make a video for character implementation using mixaxo or other rigged model.
I have tried your "Ready Player Me" Documentation and package but I am getting some errors while importing.
Thanks in advance
You're very welcome! Yes, I plan to implement it as well with commonly used models and rigs, such as those from Mixamo or Synty. Regarding the error you're facing, if it's not too much trouble, could you please provide more information about it?
can the view change to fps mode?
Hi, thank you in advance. The possibility for that exists, but it certainly requires an extra step because BR200 is fundamentally packed with a TPS base.
So is that all i need
Just add the sdk and bridge to my br200 project and it works as intended?
Or did you have to do a lot to make it work?
Ive already changed all the procedural map data to my liking and would rather not do it again
Hey, the bridge covers the visual aspect and animation of the character in order to do that the bridge will also patch some scripts in BR200 assets. You can read more about it on the itch.io asset page.
So, if possible, I would suggest trying it out first in a fresh imported BR200 project, and or make sure to back up your project first before implementing the bridge on your running project.
I'm getting some errors after importing the simple bridge unity package files.
18 errors total, coming from files like Agent.cs, CharaterAnimationController.cs. etc. Looks like KCC import has been moved from Fusion.KCC to Fusion.Addons.KCC among other changes.
What is the best way to get simple bridge compatible with the latest version of Fusion?
Yes, you’re right, there’s a namespace change in the BR200 version of Fusion 2. I’m planning to update this, probably around next month. thanks for your information
when I put the git link, it doesn't find any packages, and it still gives an error
Hi, could you tell me more about the error you are facing? if you don't mind, i believe that would be very helpful for the development of this asset.
K just add this to my Br 200 and i got Tons of errors...
Hi, apologies if it didn't work as expected there. Could you please provide more details about the error you encountered?