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Expanded Jiggle Rig usage and added Hai Face Tracking section
Expanded Jiggle Rig usage and added Hai Face Tracking section
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docs/avatars.mdx

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@@ -79,19 +79,18 @@ You should now see a green Gizmo for your eyes; move this up between your eyes a
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**To add Jiggle Physics:**
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For each jiggle root:
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- Add a new component `Jiggle Rig`, next to `Basis Avatar`.
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- Ensure to set a `Root Transform`.
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- Probably enable `Motionless Root` to only affect the child bones and not the root itself. (Optional)
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- Add a new component `Jiggle Rig`, which can be placed in a separate gameObject, but it must under the hierarchy of your Avatar root.
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- In the Jiggle Rig componeont, ensure to set a `Root Transform`, which is a bone in the avatar armature.
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- If you have a parent bone (for multiple chains of child bones that you wish to apply the same effect to) you can enable `Motionless Root` to only affect the child bones and not the root itself. (Optional)
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- Adjust `Settings` to your liking (activate `Advanced` to view all settings).
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**Collision Interaction:**
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- Activate `Advanced` to view all settings.
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- Enable `Collision` and adjust `Collsion Radius` to fit the object.
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## Eye & Face Tracking (optional)
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***Integrating VRCFT to drive bone rotation via OSC:***
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This section will cover usage of Hai's instructions later on.
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- Hai has created a comprehensive guide on how to add the Automatic Face Tracking component to an avatar in a Basis project
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- You can follow the link [here](https://docs.hai-vr.dev/docs/basis/avatar-customization/face-trackingsection) for instruction on how this works.
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## Avoid Duplicate GameObjects
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- Ensure that there are **NO** duplicate named GameObjects within the hierarchy of your avatar, including the armature, as this will cause your avatar to fail to load after building the AssetBundle.

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