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manyblinkinglights

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A member registered Feb 06, 2022 · View creator page →

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(1 edit)

Oh, this should be an easy fix! I’m so sorry for the trouble, but I don’t have these set up as “prefabs” — I have a “scene” set up that has them IN it! 

In the Assets folder, the big topmost main one, should be a file called “FluffyGryphonScene_PCVR”! If you double-click on it, both gryphons will load for you all set up! 

If you want to change the materials, the fastest way is to change the materials on the gryphons (in the Scene) by expanding the gryphons in the Hierarchy and clicking on the Body entry in them for their mesh. Clicking/editing the materials from there will make sure you get the right ones.

There’s noooooo way anyone’s getting them set up from just their fbx haha, I’m so sorry you tried that, of course it was awful!! Please let me know if you need any more help, you can also ping me on Discord at “manyblinkinglights” if I don’t get back quickly enough on here!

I also do not know where the readme went. I think it may have been from back when the project was more complicated to use? You are ALWAYS welcome to ask gryphon questions!

Could you double check on a fresh project with the latest unitypackage that this still happens? It doesn’t for me. 

I had a version up where I missed removing this, but it should be fixed now; those can simply be deleted. (The WIP I’m working on now uses VRCFury’s new feature to move the finger colliders to new places, but the currently posted version should not have this).

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Go ahead! Afaik a Resonite port will be… difficult… so all I ask for over there is, if it’s ever finished, anyone who wants to “have” their “own” at that point, buys the basemodel. But I won’t put any restrictions on redistribution (“within Resonite”) while people are working on the port!

Sure, it’s in the .unitypackage. There are two blendfiles, one for the winged one, one for the wingless one.

I hang out with other wizardy mountain quad rigging hermits in the Virtual Limbs Discord; I can only really help with people using my AnyTaur system, but general quad avatar questions are always welcome there! https://discord.gg/limbs 

Thank you!

I don’t know why the headchop falls off. The project I package up has totally okay, working headchop. >_<

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Sadly, this avatar does not currently work on Quest. The wingless one could technically be reworked to be Quest-compatible, though. Thank you for the reminder; I will add a wingless Quest variant at some point in an update.

I think it’s over the Quest bone limit…? It’s over various limits on Quest, but the bone limit is the big one. A Quest version would have to have loads of bones deleted, and be rerigged to use the Humanoid bones for its neck and head. It would also lose various functions related to the avatar being a constraint puppet…

Ticket 305532; over a month has passed since I requested my latest payout. This is crazy, it’s been 20+ days for every payout I’ve ever requested (except iirc my very first one, which was fine). I may be smalltime, but my money means even more to me because of that! Please hurry up. This is bonkers, genuinely.

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Argh, I thought I fixed the dependencies. For now, click on the avatar in the Hierarchy and expand it. In the list of things that got expanded, the last few are the prefabs that are likely causing the problem. They are labelled for facetracking and fast fur. There also may be a script tagged onto the avatar directly, the same way/in the same place as the VRC Avatar Descriptor, just scroll through and see if you find one (only the ones I test uploaded have it). It should clearly show in the Inspector that each of these things is broken (missing script). Go ahead and delete them for now. I have one more fixit update coming where I will try extra hard to resolve this problem. :/ edit: fixit posted, you can now choose the “no vrcfury” Scene!

I made a Substance file! \o/ 

\o/

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I'm very sorry, but I don't have Substance Painter! I made the textures by hand/with the HAS Paint Layers plugin for Blender + working flat in Krita, and my workflow is messy and destructive. HOWEVER: It is possible to import .png textures into Substance as static layers; the "main" texture the gryphon comes with is basic, blank-canvas white for this purpose. I may or may not be able to eventually provide Substance files here. If I do ever rent a month of Substance and get a big ambitious paintfile created, it will be included as an update free of charge.

Oh, cool, we get to post images here. So, if you click on the Skinned Mesh Renderer in the avatar in the Hierarchy ("Body"), and then look in the Inspector and scroll down to the little orbs with previews of the materials, and expand the Fast Fur material, and go to the Fur Shape tab with the red fox's tail, and then the Grooming tab, the masks are now toggles! Un-check the "R" channel on Fur Masks 1.

I was crazy to make those super-over-complicated models to begin with! Gryphon madness!!!! I will not be updating them, no. They are kind of ridiculous to work with in any way but simple retexturing. 

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Nothing necessary, you just won't have feathers without normalizedcrow's Feather/Fur Shader, and you won't be able to change your textures without Warren's Fast Fur Shader! 
It's a little awkward to have made an avatar that depends on two paid shaders, but it's just so fluffy with them both. 

(3 edits)

VRCFury is not REQUIRED, but it is USED for facetracking + making your fur swish when you move. 

edit: The VRCFury prefabs will block upload unless they're deleted or VRCFury is installed. Oops…

TBH I am quietly thinking about it... but I model so slowly, it would prolly be faster to comm someone to do an in-depth kitbash/mesh edit! I'd be happy to help anybody trying that.

You can contact me at manyblinkinglights.tumblr.com!