com.toshi.vlivekit.performeract
v0.1.6
Published
Performer act for virtual live production.
Readme
VLive Performer Act
Performer control package for virtual live production. It bundles the VLiveKit-specific performer logic and keeps common transport libraries as Unity Package Manager dependencies where possible.
Package
- Package name:
com.toshi.vlivekit.performeract - Version:
0.1.6 - Unity: 6000.3
- Repository: https://github.com/toshi-kundesu/VLiveKit_PerformerAct
- Package root:
Assets/toshi.VLiveKit/PerformerAct
Main Contents
- Breathing, blinking, gaze, expression, and BlendShape control helpers.
- JoyPad / OSC performer input receivers.
- VRM import and character setup helpers.
Auto Animation Setup
For the normal character-root workflow, add AutoAnimationSetup to the avatar root first.
AutoAnimationSetup finds the Humanoid Animator, VRM BlendShapeProxy, face SkinnedMeshRenderer, and the active camera under the character setup. It then adds and wires the existing performer components:
AutoBlinkfor automatic blinking.AutoEyeDirtfor eye dart and camera-look motion.BreathingAnimationwith a small default Humanoid breathing preset.BlendShapeFollowerfor subtle facial BlendShape jitter driven by blink shapes.MultiBoneOffsetControllerwith a subtle head/neck/shoulder motion-jitter preset.VRMWindfor light wind variation on VRM SpringBones.JoyStickReceiverandExpressionControllerfor controller/OSC facial expression control.FacialReceiverandFacialBlendShapeControllerfor uLipSync-style OSC lip sync.VRMFacialManagerso the shared Animator and BlendShapeProxy references stay connected.
If the avatar is not Humanoid, turn off Require Humanoid before running the context menu Setup Auto Animation. Use Use Default Motion Preset when you want to restore only the generated breathing and motion-jitter presets without changing the facial mappings.
Use Resetup Auto Animation when existing scene components were created by an older setup pass. It re-detects the Animator, camera, VRM BlendShapeProxy, and face renderer, then rebuilds generated breathing, motion-jitter, and facial-jitter defaults, reloads VRMWind, and keeps the component set in place.
UPM Dependencies
These packages are resolved through Unity Package Manager and should not be vendored into this package:
- OSCJack
jp.keijiro.osc-jack2.0.0: https://github.com/keijiro/OscJack - uOSC
com.hecomi.uosc1.0.1: https://github.com/hecomi/uOSC
Add the npm scoped registry to the project manifest before installing:
{
"scopedRegistries": [
{
"name": "npmjs",
"url": "https://registry.npmjs.com",
"scopes": [
"jp.keijiro",
"com.hecomi"
]
}
]
}Bundled Third-Party Code
- EVMC4U: https://github.com/gpsnmeajp/EVMC4U
- UniVRM / VRMShaders 0.120.0, kept bundled for now because the currently visible registry packages do not match this embedded version.
- WindForVRM runtime
VRMWind: https://github.com/malaybaku/WindForVRM, Apache-2.0. SeeThirdPartyNotices/WindForVRM.md.
Install
Add this package to Packages/manifest.json:
{
"dependencies": {
"com.toshi.vlivekit.performeract": "https://github.com/toshi-kundesu/VLiveKit_PerformerAct.git?path=/Assets/toshi.VLiveKit/PerformerAct#main"
}
}In the VLiveKit sandbox this package is placed at Packages/VLiveKit_PerformerAct as a submodule and loaded through a local file: dependency.
OSC Test Signal Window
Open toshi > VLiveKit > Performer Act > OSC Test Signal to send local test signals without preparing uLipSync or an external controller.
- Lip sync sends
/ulipsync/vowel/a,/i,/u,/e, and/otoFacialReceiveron port39580by default. - Expression controls send
JoyStickReceiveraddresses such as/b1-/b6,/p1_X,/p1_Y,/slider1,/slider2, and axis values on port39581by default. - Use
Aeiou LooporTalk Pulsewhile tuning mouth mappings, then switch toManualfor exact values. - Enable
Send zero values on stopwhen you want the avatar face to return to rest after a test.
Notes
uLipSync is used as an OSC sender convention (/ulipsync/...) but this package does not reference the uLipSync runtime API directly.
License
This package's own code and assets follow the repository LICENSE. Bundled or dependent third-party packages keep their own licenses and notices.
