I can do my own research and experiments but I'd like to also gather community insight out of curiosity. I was thinking one day to experiment with one of my family's unused PCs to learn Linux Mint before doing it on my own PC (With backups).
Posts by ❄️Kana Fuyuko❄️
If you're a Linux user that Vtubes, can you tell me your experience? How stable/unstable is it for VTubing (3D and 2D)? How does dual boot work (Ex. Linux Mint)? What about using programs without Linux support (Ex. Elgato and certain mocap programs)? Is it complicated?
If you have a second monitor, you'll be fine for the monitoring stuff. I'm gonna use this since I always need to monitor my model for technical bugs.
This works for any Spout Capture for the monitor overlay which includes Warudo, VNyan, and VTube Studio. Just know that the downside is that your model will be in the way of stuff so keep that in mind.
Want to constantly see your model on your monitor similar to what VMagicMirror does? With Spout 2 Overlay HUD, it overlays any Spout Capture on your monitor (No OBS) which can be fun for Discord calls or monitoring your model while streaming.
Download: github.com/Marsic1/Spou...
Have you ever wanted to make comics or mangas easily with your VTuber/Vroid model? Check out @storyboarder3d.bsky.social which is a new website where you can have access to an easy to use posing system, environments, 2D layout system, and more!
Storyboarder Showcase Video: youtu.be/sSme9GbRVMw
This heck is taking a lot out of me and I know there's more revisions to do even after reveal, I wanna start using this model asap!!!
Sorry I haven't been super active, I will say that my new model is progressing behind the scenes. It's a lot but I hope the reveal is worth it.
Images are not final (The texture is combined not with proper masks for shadow blending).
Gloves-only test for Vtubing. Since Rokoko announced the Smart Gloves II, I wonder how much the mocap quality improved in comparison to V1. At least they heard my pleas and got rid of the heat issue in the V2 gloves.
Trying to get caught up with my responsibilities, I did got a chance to experiment with Rokoko again cause I felt like testing mocap as usual.
I look forward to seeing what Andy will provide in future updates for the addon. I tried my best to compact the showcase in the 60 second time limit for Bluesky.
You can check out or buy the addon here with my referral link: superhivemarket.com/products/ark...
Today I want to showcase an addon called "ARKit Toolset" created by @andyhellgrim.bsky.social. The addon comes with a built-in ARKit reference guide, adds empty shapekey slots for quick preparation, and comes with a pre-made anim and eye test controller for ARKit.
We recently demoed Storyboarder to @kanafuyuko.com and super thrilled that they made a comic with their OCs Test-Kun & Test-Chan 😍🥳 Check out the comic here:
beta.storyboarder.com/stories/part...
You can make a comic like this easily at: beta.storyboarder.com
#VRoid #comic #webtoon
Did a test where I made the SlimeVR Nighty plush into a VRChat world prop. You can see how it gets thrown around and still has physics.
Can't wait to see the plush in VRChat soon!!!
I made the Nighty Plush 3D model for @slimevr.dev. I thank the peeps at SlimeVR for sharing interest in wanting to see and use the finalized 3D model (It was originally fan-made).
I made sure Nighty is expressive with a simple cel-shaded style+squish ability via bone rig.
The slime does use meshes for the eyes, I originally wanted to do texture based but I ended up sticking with the mesh mainly to allow flexible expression (Ex. Angry or Heart eyes). It honestly depends on the model usage+style goals that determine the method utilized.
If any mocap information is incorrect or if there's any information you want added. Please use the "Contact" page on my website at www.kanafuyuko.com and send mocap information there.
Another big update to the Physical Mocap Document for 3D VTubing!!! Lots of new information+improvements. Thank you Vicon and AzeruOfficial for allowing me to include official/proper insight regarding Vicon's hardware.
Link to 3D VTuber Mocap Document: docs.google.com/document/d/e...
@kanafuyuko.com modeling the Nighty plushie props for VR chat! Its soooo cute!!! :33
You can even do a Spine IK if needed by the way.
When the IKs disable, your Vive hand tracking should work fine and when you enable, it should force the hands how you want them to be. If the elbows are weird, you can add elbow anchors that are parented to their respecting hand anchors but I'd experiment with this and see if this helps.
You can then parent the hand IK anchors to that third anchor for the game controller. In the blueprint, you can use the IK nodes to enable and disable the IKs that keeps your hand still. Hope I'm making sense with this information since this is a very specific situation.
I'd make two empty anchors manually and then attach to the character asset under the IK section and test the values that work for you. Not sure how you're doing the game controller rotation but if you can create a third anchor that's parented to the game controller's bone-
Maybe with the contacts, you can have it enable and disable arm IKs since the arm IK option under character asset allows your hand to stay in a single place or wherever the IK anchor is parented to. It may act weird with full body but it shouldn't hurt to give that a try.
Again, still complicated to explain and I never tried this specific approach other than doing actual finger tracking for a gamepad key via inputs.
You can also do a non-full body approach where you have IK arms from your model via character asset (Make sure they have their own anchors), then parent them to the game controller and have a blueprint that tries to rotate the game controller via Tail Asset rotation offset with physics off maybe?
You could probably experiment with anchors and blueprints but that may go above your knowledge and can be complicated to perfect since Warudo doesn't really have a perfect system for blueprints controlling specific bones of props or non-humanoid bones.
I can only recommend to do actual prop tracking with a simple game controller model so that way you can still have 6-11 point Vive body tracking and then an extra vive tracking the game controller so your audience can have the immersion of you gaming.