This setup is slightly more complicated than most VRCFury setups as we will also be setting up animated gestures for your avatar so that it can properly hold the Tally Counter.

Scene Setup

Setting up the Holster Location

The holster location by default is set to be attached to your character’s hip so that you can reach where you’d have a pocket located and grab the Counter from there.

You can select the HolsterPosition object and move it around to where you want it to be. I’d recommend putting it somewhere you can easily reach with at least one hand

If you want to change which bone this is attached to you can open the prefab by selecting the HolseterPosition object and hit the ‘Edit in Prefab’ button near the top of the VRCFury Armature Link component. You can change the bone this will attach the object to from the dropdown on the component. To Exit the Prefab Edit mode simply hit the back arrow at the top of your Hierarchy window.

Setting up the Hand Offsets

Move the LeftHandConstraintTraget and RightHandConstraintTarget so that they are underneath your avatar’s hands. I’ve found that a good spot to place them is around where the pointer finger meets the palm of your hand. You’ll likely need to reposition this once or twice after trying the Hand Gestures step to find a good position.

If you need to rescale the Tally Counter, scale the Clicker-Main object in the Tally Counter. To scale the Helper objects to match, scale their Armature gameobjects to match the scale of your Clicker-Main object.

These helper objects will be deleted by VRCFury upon upload so don’t worry deleting them. Though they will show up as an additional 2 skinned meshes and 2720 Triangles on the preview of the avatar’s stats in the SDK. You can delete them anyways if you want a more accurate representation of your avatar’s stats in this window.

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Setting up the Hand Gestures

Right Click the the TallyCounter prefab and hit Prefab→unpack

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Expand your avatar’s Armature and navigate to where the left and right hands are in the armature. Sometimes these are labeled as the avatar’s wrists. Drag the Left Target to be a child of the Left Hand and the Right Target to be the child of the Right Hand. This will move the targets with the hands when previewing animations so we can better pose the hands.

Click on the Root of your avatar (Where the Avatar Descriptor is) and find the Animator Component.

Click the target icon on the field where it says Controller and add the TallyCounter_Gestures controller. (Note: if you have multiple avatar bases in your project that you want to add this asset to, you may want to make duplicates of the Gestures FX controller and duplicates of the animations so that you can make a controller for each base.)

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Open the Animation tab (If you don’t have one you can open it w/ the hotkey Ctrl+6) with your avatar’s root selected and preview the CounterGrip-Idle animation

This animation is the one used for holding the Counter. Make sure you have a finger resting on the counter’s button.