ill see about variant ones after i get my next model out that has a different type as well, finger and hoof colors ill look into it and see if i can change things around for next patch to make it easier
ReverseTea
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Oh?, if you need to contact me directly i can give a test version personally i am RevyTea on discord
Works fine on my end with fbt but could differ on setups. Ill think about making a world with test avatars sometime, i know with making digitigrade rigs can make it harder with feet with ik tracking and have made many workarounds to make it look good. ill be even testing a new rig system on my next model with digitigrade feet to see if i can perfect it
it is not compatible without removing a lot of clothing options and physics, barebones might be doable since the scolipede without any clothes is 53,200 tris, model is heavy on polycount due to shapekeys driving a lot of size and really wanted it to look smooth without being too much, bone count being 208, there are also a lot of bones that are there for jiggle purposes, 50 of the bones however being redundant face bones until I evolve my entire workflow into an arkit workflow inside unity, model does include Arkit just need to setup emotes that way sometime instead of bone deformations.
there are 4 materials on the body itself, eyes, mouth, lashes, and body. they are not put entirely in an atlas due to easier customization for the user. they are however joined into one object. the shaders i use are custom built with ASE, out of controlled modularity for easy user customization
the clothing itself is singular objects put into sets, they are not joined together as each are singular toggles, the clothes are put in an atlas for each set
but yeah you are going to have to do quest by self in the meantime. it would be getting rid of specific clothes and idk what the user would want on that end.
it deals with how the avatar is read with how the rig is setup, vrc has default proxy animations that are read to put in position where it thinks things should be by default with how the humanoid rig is. one of the common problems with this is it doesn't do the best job with digitigrade rigs. overriding proxies are a shot in the dark if they work or not with unity being finnicky at times
if debugging the thing to look for is an animation with the name idle or stance, i have to find a better way in overriding them at times
what is playing right now is an animation loop of idle stand which usually is desktop vr
the script that usually pops up when in game mode is vrcfury unless talking about something else
in general though ill keep that on the list for the next big update
it will be in documentation files but make sure that you have hai repository when installing packages, should be in scolipede customization documentation pdf, on the whole greyed out male version, all you have to do is inspector is to enable ScolepedeM which will be at top with a checkbox and disable the other

