VTubeTiny is a small VTuber/PNGTuber suite (written in C# and utilizing Raylib) for easily and quickly animating png models.
VTubeTiny stage view
VTubeTiny editor
(Bow asset by J_I_N_X_T)
- .NET 7 runtime (or higher)
- Windows 7+ (64-bit)
- A GPU that supports OpenGL ES 3.
VTubeTiny can be used as a standalone VTuber/PNGTuber suite, without the need for any external software. It can be used to animate PNG models, and even has a built-in Stage Editor for quickly and easily creating stages.
Inside the Stage Editor, you can create and edit Actors and Assets. Actors are the main building blocks of a stage, and can be used to render textures, text, or even animate characters. Assets are anything that can be loaded from disk, and can be shared between multiple actors.
Inside the Actor Editor, you can create and edit Components. Components are the main building blocks of an actor, and can be used to render textures, text, or even animate characters.
On the left lower side of the editor, you can see the Asset Database. It contains all of the assets that are currently loaded into the editor. Assets are anything that can be loaded from disk, and can be shared between multiple actors. you can add new assets by dragging and dropping them into this area.
When you launch VTubeTiny without any parameters, it launches into a fully built-in Stage Editor mode!
It allows for full stage editing, exporting, actor editing and more! It completely erases the need to construct configuration files by themselves.
To make your own Stage, you can either use the Stage Editor or construct a JSON config file yourself. (See the Usage (Developer) section for more info.)
Once you have a stage, you can launch VTubeTiny in VTuber mode by providing it the path to your stage config file, like so (currently working on making this easier to do from inside the program):
VTubeTiny.exe -s -f config.json
Usage (Developer)
All of the VTubeTiny data is described in a JSON config file, from which VTubeTiny generates the Stage. Every Stage is split into Actors, which can have Components attached to them. Components serve multiple purposes, from rendering textures or text, to animating characters based on the microphone levels.
Every stage also has an Asset Database attached to it, that stores all of the Assets it uses. Assets are anything loaded from disk that can be then used by Components. (For now, the only Asset type that's properly supported are textures, but more will be added as more components are added in.)
Assets help reduce the amount of loaded data, as common assets can be shared between many components.
This is how a sample VTubeTiny configuration file looks like:
{
"Dimensions": {
"X": 800,
"Y": 480
},
"ClearColor": {
"R": 0,
"G": 255,
"B": 0,
"A": 255
},
"Actors": [
{
"Name": "Text",
"Position": {
"X": 0,
"Y": 0
},
"Components": [
{
"Type": "TextRendererComponent",
"Parameters": {
"Text": "Hello from VTubeTiny!"
}
}
]
}
]
}
After having generated a config file, you can launch VTubeTiny's Stage Viewer mode by providing it the path to your config file, like so:
VTubeTiny.exe -s -f config.json
The -s parameters instructs VTubeTiny to launch into the slimmed-down Stage Viewer, which only processes the stage and skips the overhead of the Editor.
VTubeTiny can be extended with custom components. All that's neccessary is deriving from the Component class, and implementing any of the component functions. (implementing InheritParametersFromConfig is required for loading from the config file.)
A sample component can look something like this:
using Raylib_cs;
namespace VTTiny.Components
{
public class RectangleRendererComponent : RendererComponent
{
// This is called every frame, after the Update() call.
public override void Render()
{
// Parent is the owning actor.
// Every actor also has a transform component auto attached to them.
Raylib.DrawRectangle(Parent.Transform.Position.X, Parent.Transform.Position.Y, 10, 10, Color.RED);
}
}
}
Attaching this component to an actor will draw a red 10x10 square at the position of the actor. All of the currently existing components can be viewed in the Components subdirectory.
Components can also be extended with the ability to be modified at runtime inside of the VTubeTiny editor. To implement that, a component must override the RenderEditorGUI function.
For example, if we'd want the rectangle's dimensions to be editable, one could change the definition to look more like:
using Raylib_cs;
using VTTiny.Editor;
namespace VTTiny.Components
{
public class RectangleRendererComponent : RendererComponent
{
public Vector2Int Dimensions { get; set; }
// This is called every frame, after the Update() call.
public override void Render()
{
// Parent is the owning actor.
// Every actor also has a transform component auto attached to them.
Raylib.DrawRectangle(Parent.Transform.Position.X, Parent.Transform.Position.Y, Dimensions.X, Dimensions.Y, Color.RED);
}
internal override void RenderEditorGUI()
{
Dimensions = EditorGUI.DragVector2("Dimensions", Dimensions);
}
}
}
- Much better and tidier editor UI.
- Proper cross-platform support.
- More components!
- Editor localization?
If you'd really want to contribute to this project (thank you!) please adhere to the Conventional Commits commit format as much as you can.