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authoryum <yum.food.vr@gmail.com>2022-09-29 15:09:29 -0700
committeryum <yumfood@airmail.cc>2022-09-29 15:09:29 -0700
commit963f8aecb44a6cff83a75a60deec102562d79ff1 (patch)
tree86d1ad21a12ac732c7043d03416eab2b111daf33 /generate_animations.sh
parent6aecadd5f73fc92992435b2d210a55a01280de95 (diff)
delete SetLetters.cs
Doesn't work in game. Also change # of characters per slot to 80, down from 128. Also realize that VRChat supports 256 BITS of parameter, not 256 BYTES. Next design idea: * 3 8-bit parameters: letter, row, col * 1 boolean parameter: active * one animation for each slot/letter combo, as usual * one fx layer like this: if !active: do nothing if row == 0: if col == 0: if letter == 0: play row00_col00_letter00 animation * because write defaults are off, we should be able to "save" letters by simply setting active = false * thus we don't need to simultaneously address the entire board, saving memory
Diffstat (limited to 'generate_animations.sh')
-rw-r--r--generate_animations.sh2
1 files changed, 1 insertions, 1 deletions
diff --git a/generate_animations.sh b/generate_animations.sh
index 12e49f3..4ff4c3a 100644
--- a/generate_animations.sh
+++ b/generate_animations.sh
@@ -16,7 +16,7 @@ for row in `seq 0 5`; do
for col in `seq 0 13`; do
COL_PADDED=$(printf '%02d' $col)
LETTER_SHADER_PARAM=_Letter_Row${ROW_PADDED}_Col${COL_PADDED}
- for letter in `seq 0 128`; do
+ for letter in `seq 0 79`; do
LETTER_PADDED=$(printf '%02d' $letter)
ANIM_NAME=${LETTER_SHADER_PARAM}_Letter${LETTER_PADDED}
FILENAME=generated/animations/${ANIM_NAME}.anim