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GrantZeebs

6
Posts
2
Following
A member registered Dec 02, 2016

Recent community posts

Yeah! More Cameras! This is fantastic as I now have multiple camera angles I can quickly swap between

So many avatar slots! thats now... 14!

Can we expect more cameras to be added?  as I already use 2 cameras between scenes and would love to be able to have a 3rd (or 4th) camera for redeem purposes (like a butt cam or toebeans cam)

I noticed in the last update the camera acted differently to the rag doll effect compared to v3.1

Glad to see there’s now a setting we can use to govern the camera now

Great news!

after recreating my project and sanitizing my avatar of props, colliders, and animation (sneaky animation broke it) I've discovered and quirk.

The VTuberplus program can handle the .vsfavatar using the 'Standard' shader, and 'VRM/MToon'. HOWEVER!

a .vrm of the same avatar using 'Standard' shader, returns `Failed to load. Make sure your avatar uses only UniVRM shaders.` Thankfully a .vrm avatar with 'VRM/MToon' loads

The Format I was using was VSF, but I'm going through the process of recreating the model in VRM again as part of the troubleshooting process to confirm where the fault might be

This is such a good find! I was meaning to find something like TIFA that gave allowance for custom objects (thanks to your SDK) however I've come across one issue (Not sure if an error of my setup, or lack of leap motion)

When I import my model and it tracks the OCS/VMC, it remains in T-Pose, doesn't alter the arm angle or position/rotation of the head while my VSeeFace has the arm angle configured to 70 and head can change position/rotation.

I do not have a leap motion so the option to move arms isn't there for me. Is this intended so arms won't move from the T-Pose unless theres a leap motion or other means of tracking arms?

VSeeFace left side demonstracting arm angle and head tracking, VTuber plus