OpenVAT in VRChat: Unterschied zwischen den Versionen
Gargi (Diskussion | Beiträge) |
Gargi (Diskussion | Beiträge) |
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| (3 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
| Zeile 204: | Zeile 204: | ||
== 14. Zusatztool: PingPong Looper == | == 14. Zusatztool: PingPong Looper == | ||
Dieses Add-on für Blender dupliziert die Animation, kehrt sie um und hängt sie an. | |||
Dadurch entsteht ein nahtloser Loop ohne sichtbaren Übergang. Danach kann über openVAT exportiert werden. | |||
Ideal für VAT-Animationen wie Flaggen oder Simulationen. | |||
Code für das Add-on | |||
<div style="max-height:400px; overflow:auto; border:1px solid #ccc; padding:10px;"> | <div style="max-height:400px; overflow:auto; border:1px solid #ccc; padding:10px;"> | ||
< | <pre>bl_info = { | ||
"name": "VAT PingPong Looper", | |||
</ | "author": "Pierre", | ||
"version": (1, 0, 0), | |||
"blender": (5, 0, 0), | |||
"location": "View3D > Sidebar > VAT Loop", | |||
"description": "Creates eased ping-pong Shape Key animation from simulated mesh frames for OpenVAT", | |||
"category": "Animation", | |||
} | |||
import bpy | |||
def smoothstep(t): | |||
return t * t * (3.0 - 2.0 * t) | |||
def iter_action_fcurves(action): | |||
if action is None: | |||
return [] | |||
if hasattr(action, "fcurves"): | |||
return action.fcurves | |||
fcurves = [] | |||
if hasattr(action, "layers"): | |||
for layer in action.layers: | |||
for strip in layer.strips: | |||
if hasattr(strip, "channelbags"): | |||
for channelbag in strip.channelbags: | |||
if hasattr(channelbag, "fcurves"): | |||
fcurves.extend(channelbag.fcurves) | |||
return fcurves | |||
def build_eased_pingpong_frames(start, end, ease_frames=12, hold_frames=0): | |||
frames = [] | |||
normal_end = max(start, end - ease_frames) | |||
frames.extend(range(start, normal_end + 1)) | |||
for i in range(1, ease_frames + 1): | |||
t = i / ease_frames | |||
eased = smoothstep(t) | |||
frame = normal_end + eased * (end - normal_end) | |||
frames.append(round(frame)) | |||
frames.extend([end] * hold_frames) | |||
for i in range(1, ease_frames + 1): | |||
t = i / ease_frames | |||
eased = smoothstep(t) | |||
frame = end - eased * (end - normal_end) | |||
frames.append(round(frame)) | |||
backward_start = normal_end - 1 | |||
frames.extend(range(backward_start, start, -1)) | |||
cleaned = [] | |||
for f in frames: | |||
if not cleaned or f != cleaned[-1]: | |||
cleaned.append(f) | |||
elif f == end: | |||
cleaned.append(f) | |||
return cleaned | |||
class VATLoopSettings(bpy.types.PropertyGroup): | |||
source_start: bpy.props.IntProperty( | |||
name="Start Frame", | |||
default=1, | |||
min=1 | |||
) | |||
source_end: bpy.props.IntProperty( | |||
name="End Frame", | |||
default=200, | |||
min=2 | |||
) | |||
ease_frames: bpy.props.IntProperty( | |||
name="Ease Frames", | |||
default=5, | |||
min=0 | |||
) | |||
hold_frames: bpy.props.IntProperty( | |||
name="Hold Frames", | |||
default=0, | |||
min=0 | |||
) | |||
output_start: bpy.props.IntProperty( | |||
name="Output Start", | |||
default=1, | |||
min=1 | |||
) | |||
keep_source: bpy.props.BoolProperty( | |||
name="Hide Source Object", | |||
default=True | |||
) | |||
object_name: bpy.props.StringProperty( | |||
name="New Object Name", | |||
default="VAT_PingPong_Loop" | |||
) | |||
class VATLOOP_OT_loop_me(bpy.types.Operator): | |||
bl_idname = "vatloop.loop_me" | |||
bl_label = "Loop me" | |||
bl_description = "Create eased ping-pong Shape Key animation from selected mesh" | |||
bl_options = {"REGISTER", "UNDO"} | |||
def execute(self, context): | |||
settings = context.scene.vat_loop_settings | |||
src = context.active_object | |||
if src is None or src.type != "MESH": | |||
self.report({"ERROR"}, "Bitte zuerst ein Mesh-Objekt auswählen.") | |||
return {"CANCELLED"} | |||
if settings.source_end <= settings.source_start: | |||
self.report({"ERROR"}, "End Frame muss größer als Start Frame sein.") | |||
return {"CANCELLED"} | |||
scene = context.scene | |||
depsgraph = context.evaluated_depsgraph_get() | |||
frames = build_eased_pingpong_frames( | |||
settings.source_start, | |||
settings.source_end, | |||
settings.ease_frames, | |||
settings.hold_frames | |||
) | |||
scene.frame_set(frames[0]) | |||
context.view_layer.update() | |||
src_eval = src.evaluated_get(depsgraph) | |||
base_mesh = bpy.data.meshes.new_from_object(src_eval, depsgraph=depsgraph) | |||
new_obj = bpy.data.objects.new(settings.object_name, base_mesh) | |||
context.collection.objects.link(new_obj) | |||
bpy.ops.object.select_all(action="DESELECT") | |||
context.view_layer.objects.active = new_obj | |||
new_obj.select_set(True) | |||
new_obj.shape_key_add(name="Basis") | |||
shape_keys = [] | |||
for i, src_frame in enumerate(frames): | |||
scene.frame_set(src_frame) | |||
context.view_layer.update() | |||
src_eval = src.evaluated_get(depsgraph) | |||
temp_mesh = bpy.data.meshes.new_from_object(src_eval, depsgraph=depsgraph) | |||
if len(temp_mesh.vertices) != len(base_mesh.vertices): | |||
bpy.data.meshes.remove(temp_mesh) | |||
self.report({"ERROR"}, f"Vertex-Anzahl hat sich bei Frame {src_frame} geändert.") | |||
return {"CANCELLED"} | |||
key = new_obj.shape_key_add( | |||
name=f"Frame_{i + settings.output_start:04d}_Src_{src_frame:04d}" | |||
) | |||
for v_idx, vert in enumerate(temp_mesh.vertices): | |||
key.data[v_idx].co = vert.co | |||
key.value = 0.0 | |||
shape_keys.append(key) | |||
bpy.data.meshes.remove(temp_mesh) | |||
for i, key in enumerate(shape_keys): | |||
out_frame = settings.output_start + i | |||
key.value = 0.0 | |||
key.keyframe_insert("value", frame=out_frame - 1) | |||
key.value = 1.0 | |||
key.keyframe_insert("value", frame=out_frame) | |||
key.value = 0.0 | |||
key.keyframe_insert("value", frame=out_frame + 1) | |||
if new_obj.data.shape_keys and new_obj.data.shape_keys.animation_data: | |||
action = new_obj.data.shape_keys.animation_data.action | |||
for fc in iter_action_fcurves(action): | |||
for kp in fc.keyframe_points: | |||
kp.interpolation = "CONSTANT" | |||
scene.frame_start = settings.output_start | |||
scene.frame_end = settings.output_start + len(frames) - 1 | |||
scene.frame_set(scene.frame_start) | |||
if settings.keep_source: | |||
src.hide_viewport = True | |||
src.hide_render = True | |||
self.report( | |||
{"INFO"}, | |||
f"Loop erstellt: {new_obj.name}, Frames {scene.frame_start}-{scene.frame_end}" | |||
) | |||
return {"FINISHED"} | |||
class VATLOOP_PT_panel(bpy.types.Panel): | |||
bl_label = "VAT PingPong Looper" | |||
bl_idname = "VATLOOP_PT_panel" | |||
bl_space_type = "VIEW_3D" | |||
bl_region_type = "UI" | |||
bl_category = "VAT Loop" | |||
def draw(self, context): | |||
layout = self.layout | |||
settings = context.scene.vat_loop_settings | |||
layout.label(text="Source Frames") | |||
layout.prop(settings, "source_start") | |||
layout.prop(settings, "source_end") | |||
layout.separator() | |||
layout.label(text="Loop Smoothing") | |||
layout.prop(settings, "ease_frames") | |||
layout.prop(settings, "hold_frames") | |||
layout.separator() | |||
layout.label(text="Output") | |||
layout.prop(settings, "output_start") | |||
layout.prop(settings, "object_name") | |||
layout.prop(settings, "keep_source") | |||
layout.separator() | |||
layout.operator("vatloop.loop_me", icon="MOD_CLOTH") | |||
classes = ( | |||
VATLoopSettings, | |||
VATLOOP_OT_loop_me, | |||
VATLOOP_PT_panel, | |||
) | |||
def register(): | |||
for cls in classes: | |||
bpy.utils.register_class(cls) | |||
bpy.types.Scene.vat_loop_settings = bpy.props.PointerProperty(type=VATLoopSettings) | |||
def unregister(): | |||
del bpy.types.Scene.vat_loop_settings | |||
for cls in reversed(classes): | |||
bpy.utils.unregister_class(cls) | |||
if __name__ == "__main__": | |||
register()</pre> | |||
</div> | </div> | ||
Der Code kann direkt als Blender Add-on installiert werden (Edit → Preferences → Add-ons → Install). | |||
== Fazit == | == Fazit == | ||
Aktuelle Version vom 4. Juli 2026, 22:40 Uhr
OpenVAT in VRChat (Unity Built-in)
Einleitung
OpenVAT (Vertex Animation Textures) ist eine Technik, bei der Animationen nicht über Bones, sondern über Texturen abgespielt werden. Dabei werden Vertex-Positionen in einer EXR-Datei gespeichert und im Shader wieder ausgelesen.
Das ist besonders interessant für VR, da:
Animationen komplett auf der GPU laufen keine komplexen Rigs benötigt werden Simulationen wie Stoff oder Flaggen sehr performant dargestellt werden können
1. OpenVAT in Blender verwenden
Installation von OpenVAT
Bevor Vertex Animation Textures erstellt werden können, muss zunächst das kostenlose Blender-Add-on OpenVAT installiert werden. OpenVAT wird aktiv weiterentwickelt und ist offiziell für Blender 4.2 oder neuer verfügbar.
Download
OpenVAT kann auf zwei Arten installiert werden:
Blender Extensions (empfohlen)
GitHub-Projekt
Installation über Blender Extensions
Blender starten. Edit → Preferences öffnen. Zum Bereich Get Extensions wechseln. Nach OpenVAT suchen. Auf Install klicken.
Alternativ kann das Add-on auch über die Blender Extensions Webseite heruntergeladen und anschließend über Edit → Preferences → Add-ons → Install... als ZIP-Datei installiert werden.
Jetzt eine Animation erstellen (z. B. Cloth Simulation)
2. OpenVAT auf das Objekt anwenden
Wichtige Einstellungen:
Frame Range – Animationsbereich Vertex Data: Standard (Position/Normal) Deformation Basis: Start Frame → wichtig für Offset-Animation Transform: Object Use Single Row → optimiert Texture Layout
Dann auf Encode Vertex Animation Texture klicken.
3. Shader Graph VRC installieren
Im VRChat Creator Companion:
Repository hinzufügen:
https://z3y.github.io/vpm-package-listing/index.json
Danach:
Paket Shader Graph VRC installieren im Projekt aktivieren
Warum: → Standard ShaderGraph ist nicht VRChat-kompatibel → Dieses Paket macht Built-in Shader nutzbar
4. Shader Graph in Unity installieren
Im Unity Package Manager:
Shader Graph installieren
5. OpenVAT Plugin installieren
Im Package Manager:
Add package from Git URL
https://github.com/sharpen3d/openvat-unity.git
6. Export aus Blender importieren
Alle Dateien in Unity kopieren:
FBX (Mesh) EXR (Animation) JSON (optional)
Empfohlen: → eigenes Verzeichnis erstellen
7. EXR Texture korrekt einstellen
Die EXR ist keine normale Textur, sondern enthält Vertex-Daten!
Wichtige Einstellungen:
Non Power of 2 = None Compression = None MipMaps = Off Wrap Mode = Clamp Filter Mode = Point (oder Bilinear für smoothing)
Sehr wichtig:
Für jede Plattform separat einstellen:
Windows
Android (Quest!)
iOS
→ Unity nutzt Plattform-Overrides → falsche Settings zerstören die Animation oder Qualität
8. Shader auf VRChat Built-in umstellen
Im ShaderGraph:
Graph Inspector öffnen Active Targets → Built-In VRC
Warum:
VRChat nutzt die Built-in Pipeline → URP funktioniert nicht
9. OpenVAT Tool ausführen
Im Menü:
Tools → OpenVAT Editor
Dann:
Export-Ordner auswählen Process OpenVAT Content klicken
10. Ergebnis
Unity erzeugt automatisch:
Material Prefab aufbereitetes Mesh
11. Albedo und Emission hinzufügen
Im ShaderGraph ergänzen:
Texture2D Property erstellen (Albedo) Sample Texture 2D Node UV0 anschließen Output → Base Color
Optional Emission:
Texture → Multiply (z. B. Stärke 1–3) Output → Emission
12. Textur im Material setzen
Im Material:
Albedo Textur zuweisen
13. Prefab testen
Prefab in die Szene ziehen:
Animation sollte direkt laufen Funktion testen
14. Zusatztool: PingPong Looper
Dieses Add-on für Blender dupliziert die Animation, kehrt sie um und hängt sie an. Dadurch entsteht ein nahtloser Loop ohne sichtbaren Übergang. Danach kann über openVAT exportiert werden.
Ideal für VAT-Animationen wie Flaggen oder Simulationen.
Code für das Add-on
bl_info = {
"name": "VAT PingPong Looper",
"author": "Pierre",
"version": (1, 0, 0),
"blender": (5, 0, 0),
"location": "View3D > Sidebar > VAT Loop",
"description": "Creates eased ping-pong Shape Key animation from simulated mesh frames for OpenVAT",
"category": "Animation",
}
import bpy
def smoothstep(t):
return t * t * (3.0 - 2.0 * t)
def iter_action_fcurves(action):
if action is None:
return []
if hasattr(action, "fcurves"):
return action.fcurves
fcurves = []
if hasattr(action, "layers"):
for layer in action.layers:
for strip in layer.strips:
if hasattr(strip, "channelbags"):
for channelbag in strip.channelbags:
if hasattr(channelbag, "fcurves"):
fcurves.extend(channelbag.fcurves)
return fcurves
def build_eased_pingpong_frames(start, end, ease_frames=12, hold_frames=0):
frames = []
normal_end = max(start, end - ease_frames)
frames.extend(range(start, normal_end + 1))
for i in range(1, ease_frames + 1):
t = i / ease_frames
eased = smoothstep(t)
frame = normal_end + eased * (end - normal_end)
frames.append(round(frame))
frames.extend([end] * hold_frames)
for i in range(1, ease_frames + 1):
t = i / ease_frames
eased = smoothstep(t)
frame = end - eased * (end - normal_end)
frames.append(round(frame))
backward_start = normal_end - 1
frames.extend(range(backward_start, start, -1))
cleaned = []
for f in frames:
if not cleaned or f != cleaned[-1]:
cleaned.append(f)
elif f == end:
cleaned.append(f)
return cleaned
class VATLoopSettings(bpy.types.PropertyGroup):
source_start: bpy.props.IntProperty(
name="Start Frame",
default=1,
min=1
)
source_end: bpy.props.IntProperty(
name="End Frame",
default=200,
min=2
)
ease_frames: bpy.props.IntProperty(
name="Ease Frames",
default=5,
min=0
)
hold_frames: bpy.props.IntProperty(
name="Hold Frames",
default=0,
min=0
)
output_start: bpy.props.IntProperty(
name="Output Start",
default=1,
min=1
)
keep_source: bpy.props.BoolProperty(
name="Hide Source Object",
default=True
)
object_name: bpy.props.StringProperty(
name="New Object Name",
default="VAT_PingPong_Loop"
)
class VATLOOP_OT_loop_me(bpy.types.Operator):
bl_idname = "vatloop.loop_me"
bl_label = "Loop me"
bl_description = "Create eased ping-pong Shape Key animation from selected mesh"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
settings = context.scene.vat_loop_settings
src = context.active_object
if src is None or src.type != "MESH":
self.report({"ERROR"}, "Bitte zuerst ein Mesh-Objekt auswählen.")
return {"CANCELLED"}
if settings.source_end <= settings.source_start:
self.report({"ERROR"}, "End Frame muss größer als Start Frame sein.")
return {"CANCELLED"}
scene = context.scene
depsgraph = context.evaluated_depsgraph_get()
frames = build_eased_pingpong_frames(
settings.source_start,
settings.source_end,
settings.ease_frames,
settings.hold_frames
)
scene.frame_set(frames[0])
context.view_layer.update()
src_eval = src.evaluated_get(depsgraph)
base_mesh = bpy.data.meshes.new_from_object(src_eval, depsgraph=depsgraph)
new_obj = bpy.data.objects.new(settings.object_name, base_mesh)
context.collection.objects.link(new_obj)
bpy.ops.object.select_all(action="DESELECT")
context.view_layer.objects.active = new_obj
new_obj.select_set(True)
new_obj.shape_key_add(name="Basis")
shape_keys = []
for i, src_frame in enumerate(frames):
scene.frame_set(src_frame)
context.view_layer.update()
src_eval = src.evaluated_get(depsgraph)
temp_mesh = bpy.data.meshes.new_from_object(src_eval, depsgraph=depsgraph)
if len(temp_mesh.vertices) != len(base_mesh.vertices):
bpy.data.meshes.remove(temp_mesh)
self.report({"ERROR"}, f"Vertex-Anzahl hat sich bei Frame {src_frame} geändert.")
return {"CANCELLED"}
key = new_obj.shape_key_add(
name=f"Frame_{i + settings.output_start:04d}_Src_{src_frame:04d}"
)
for v_idx, vert in enumerate(temp_mesh.vertices):
key.data[v_idx].co = vert.co
key.value = 0.0
shape_keys.append(key)
bpy.data.meshes.remove(temp_mesh)
for i, key in enumerate(shape_keys):
out_frame = settings.output_start + i
key.value = 0.0
key.keyframe_insert("value", frame=out_frame - 1)
key.value = 1.0
key.keyframe_insert("value", frame=out_frame)
key.value = 0.0
key.keyframe_insert("value", frame=out_frame + 1)
if new_obj.data.shape_keys and new_obj.data.shape_keys.animation_data:
action = new_obj.data.shape_keys.animation_data.action
for fc in iter_action_fcurves(action):
for kp in fc.keyframe_points:
kp.interpolation = "CONSTANT"
scene.frame_start = settings.output_start
scene.frame_end = settings.output_start + len(frames) - 1
scene.frame_set(scene.frame_start)
if settings.keep_source:
src.hide_viewport = True
src.hide_render = True
self.report(
{"INFO"},
f"Loop erstellt: {new_obj.name}, Frames {scene.frame_start}-{scene.frame_end}"
)
return {"FINISHED"}
class VATLOOP_PT_panel(bpy.types.Panel):
bl_label = "VAT PingPong Looper"
bl_idname = "VATLOOP_PT_panel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "VAT Loop"
def draw(self, context):
layout = self.layout
settings = context.scene.vat_loop_settings
layout.label(text="Source Frames")
layout.prop(settings, "source_start")
layout.prop(settings, "source_end")
layout.separator()
layout.label(text="Loop Smoothing")
layout.prop(settings, "ease_frames")
layout.prop(settings, "hold_frames")
layout.separator()
layout.label(text="Output")
layout.prop(settings, "output_start")
layout.prop(settings, "object_name")
layout.prop(settings, "keep_source")
layout.separator()
layout.operator("vatloop.loop_me", icon="MOD_CLOTH")
classes = (
VATLoopSettings,
VATLOOP_OT_loop_me,
VATLOOP_PT_panel,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.vat_loop_settings = bpy.props.PointerProperty(type=VATLoopSettings)
def unregister():
del bpy.types.Scene.vat_loop_settings
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()
Der Code kann direkt als Blender Add-on installiert werden (Edit → Preferences → Add-ons → Install).
Fazit
OpenVAT ermöglicht:
GPU-basierte Animationen komplexe Simulationen ohne Bones sehr gute Performance in VR
Wichtige Learnings:
EXR darf nicht verändert werden Plattform-Overrides sind entscheidend (Quest!) Shader muss VRChat-kompatibel sein
Damit lassen sich hochwertige Animationen direkt in VRChat einsetzen.




