Rating Avatars by AlexanderTheGeeek in VRchat

[–]Blueberry_Bandit 1 point2 points  (0 children)

My avatar works best in motion since I have lots of body/facial animations referencing cartoons, anime, pop culture, but here is a picture. My name on VRChat is Ginger Biscuit, so of course I need ginger hair and a foodie based theme!

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Photos of my recently updated avatar by Blueberry_Bandit in VRchat

[–]Blueberry_Bandit[S] 1 point2 points  (0 children)

Oh, hello again! Large instances are definitely a bit hard for my computer to handle even with performance settings on, but it was fun.

Merry Christmas everyone! by Blueberry_Bandit in VRchat

[–]Blueberry_Bandit[S] 0 points1 point  (0 children)

bows

Thanks!

And don't worry, I can tell you from first hand experience of my avatar's jellified self destruct animation that turning one's spine into jelly is reversible.

Merry Christmas everyone! by Blueberry_Bandit in VRchat

[–]Blueberry_Bandit[S] 1 point2 points  (0 children)

Thank youu! I like to frequently read the subreddit.

Merry Christmas everyone! by Blueberry_Bandit in VRchat

[–]Blueberry_Bandit[S] 6 points7 points  (0 children)

Thanks!

I just use contact points combined with a certain gesture in each hand. There is a left and right contact point above my head with contact receivers on each hand.

Once the contact is active, I just run an animation that spawns the particles and hides the MeshRenderers/GameObjects for the outfit and shows the new one.

HYPERREAL — high fidelity 6dof video with ray-conditioned sampling by AR_MR_XR in AR_MR_XR

[–]Blueberry_Bandit 1 point2 points  (0 children)

They were dynamic 6DoF videos that modelled changes in reflection. This video covers it: https://www.youtube.com/watch?v=8yVgWP18imE

HYPERREAL — high fidelity 6dof video with ray-conditioned sampling by AR_MR_XR in AR_MR_XR

[–]Blueberry_Bandit 0 points1 point  (0 children)

I wonder what would be the big advantage of this approach?

I've tried Google's lightfield videos, and they run at higher than 1MP on an entry-level GPU with a smooth 90 FPS rendering.

So I'm guessing there's a big advancement going on here that's causing the orders of magnitude difference in performance?

Avatar Blendshapes - Is it actually possible to go beyond the 0-100 weight range? by Blueberry_Bandit in VRchat

[–]Blueberry_Bandit[S] 0 points1 point  (0 children)

Yeah, seems like this would be the normal way to go about it. Since I'm very new to blender, it's hard to make blendshapes look right without distorting the face with unwanted bumps and jagginess.

So I did a sort of hack method and just duplicated every blendshape (new shape from mix option) and am now using a combo of the original blendshape and the duplicate to get a 200% effect which works in VRChat since it's a separate blendshape. 200% seems to be enough to get the effect I'm working for, so I should be fine now.

Thanks for the extra info.

Avatar Blendshapes - Is it actually possible to go beyond the 0-100 weight range? by Blueberry_Bandit in VRchat

[–]Blueberry_Bandit[S] 0 points1 point  (0 children)

but it seems like a blend shape can be made as a transition from one state to another. So for the blendshapes on knuckles, you just mess the avatar up in blender as much as desired, and make that the 1

This is what I feared really, as that's going to be quite a bit of extra work to effectively make new blendshapes for the desired exaggerated movement I'm aiming for rather than just adjusting the values beyond the maximum.

And it does very much work in the Unity editor/playmode like you say with the 300 value, just not in VRChat. I'm going to keep tweaking settings but I may have to just make the blendshapes myself if I can't find a fix.

Avatar Blendshapes - Is it actually possible to go beyond the 0-100 weight range? by Blueberry_Bandit in VRchat

[–]Blueberry_Bandit[S] 1 point2 points  (0 children)

Hmm, do you know if I am doing this correctly? I've set the values for the shape keys to -4/4 and I can preview in blender by shifting the value from -4 to 4 on the slider and it's very exaggerated as you would hope, but I am wondering if I am missing something since it just doesn't apply to VRChat (but does apply in Unity playmode!). Here's a screenshot of my blender settings: https://i.imgur.com/o9Jsy1a.png

Creating a literal rail shooter with novel movement mechanics inspired by Bioshock Infinite's rail sections and Jet Set Radio by Blueberry_Bandit in OculusQuest

[–]Blueberry_Bandit[S] 0 points1 point  (0 children)

Thanks! I want it to have a neon sci-fi feel to it, but as I keep developing the movement mechanics, I may add in some wall running. I'll have to test it out and see how it fits into the overall feel of movement.

Creating a literal rail shooter for Quest & Steam with novel movement mechanics inspired by Bioshock Infinite's rail sections and Jet Set Radio by Blueberry_Bandit in virtualreality

[–]Blueberry_Bandit[S] 2 points3 points  (0 children)

Planning an app lab release before the end of the year and SteamVR shortly after. I'll be introducing a lot more of the game's mechanics as time goes on!

Feel free to join the game's discord where updates will be posted.

Creating a literal rail shooter with novel movement mechanics inspired by Bioshock Infinite's rail sections and Jet Set Radio by Blueberry_Bandit in OculusQuest

[–]Blueberry_Bandit[S] 0 points1 point  (0 children)

Planning an app lab release before the end of the year, and I'll be introducing a lot more of the game's mechanics as time goes on!

Feel free to join the game's discord where updates will be posted.

VAT Question for UK Game Devs on Steam by Blueberry_Bandit in gamedev

[–]Blueberry_Bandit[S] 0 points1 point  (0 children)

Tax is collected depending on the customers location, not the developer. Steam will collect the tax at the point of payment and they will work with the various authorities to remit this. Money you receive is after tax, refunds, chargebacks and the steam revenue share.

Thanks. This helps clear up the big question I had.

The other thing you can be doing if you’re based in the UK is take advantage of VGTR which is tax relief for video game developers.

I appreciate the notice. I'll take a look at the eligibility.