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roadmap.adoc

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NNA Roadmap

Current Status

The structure is pretty much there, and specific functionality is being worked on.

Stage 1: MVP

Parse decently featured VR avatars from *.nna.fbx files in Unity. Some resources like animator controllers or materials will be mapped by name from the Unity project.

Have a decent Blender extension to create NNA definitions with a GUI.

The 'export from Blender, drag into Unity, and get a ready to upload VR avatar' experience is generally there, but the file depends on resources in the Unity project.

TODO

  • NNA Core

    • Rotation Constraints

Stage 2: All In One

An *.nna.fbx file no longer needs external dependencies, other than NNA itself, in order to be parsed into a fully featured VR avatar in a game-engine.

A lot of these features are blocked by Blender’s (lack of an) animation system. Will be fixed once Blender 4.4 is released with 'slotted actions'.

TODO

  • NNA Core

    • More constraint types (Position, Parent, Lookat, Aim)

    • Animations, including being able to target NNA properties. (Blocked until Blender 4.4)

    • Implement MTF to fully encode shader & game engine agnostic materials.

  • More VR & V-tubing avatar components & features

    • Bone physics (fully develop ava.secondary_motion as an universal fallback, DynamicBones, maybe MagickaCloth)

    • Automatic animator controller generation (Partially blocked until Blender 4.4)

      • Face Tracking

      • Hand gestures (additionally: fallback VRM blendshape pose nonsense)

      • Toggles

      • Joystick puppets

      • Custom application & game engine agnostic animation logic

    • Option to automatically generate a shadow rig for the fingers with a constraint based setup to animate the actual finger bones, unless VRChat fixes this bug: https://feedback.vrchat.com/avatar-30/p/finger-muscle-settings

Stage 3: Overlord

Go beyond what VR & V-Tubing applications support out of the box.

TODO

  • Template system. (To apply user modifications. This would be the basis of a 'character editor' system, so end users could adapt their avatars easier.)

    • Hand-gesture rebinding

    • Sliders & toggles for ahead-of-time avatar customization

    • Easy texture swapping utility

  • Asset-Addon system. (To apply a piece of clothing from a separate file to a base body for example. This should be deeply integrated with the avatar components and the template system.)

  • IK components

  • IDK, suggest me more!