I haven’t posted any bloggy things in a while, and I know folks start to worry if I haven’t posted in a while. So,
Yay, the big financial albatross is no longer around my neck. Now I can feel a lot more free to move forward with all of the projects I’ve been wanting to do, and not have to worry about, y'know, finances for a while.
I already feel a million pounds lighter.1
So anyway, time to start looking at redoing my kitchen.
Some more things about setting up VRChat avatars.
Back when the VRChat debacle took place, I’d rambled quite a lot about the idea of a standards-based truly-distributed VR system. I probably mentioned how back in the day I was designing something like that, and was intending to use XMPP as the actual transport mechanism; in my more recent reevaluation of the idea I was thinking that using WebRTC to stream the actual realtime data (voice, character animation, etc.) would be the way forward.
This is pretty exciting and I’m looking forward to seeing where it goes. At least from a 20,000-foot view it hits all of the right notes for me. For example, using glTF for all object interchange, focusing on in-world editing, and allowing for (apparently optional) world persistence.
Hopefully this can disrupt the stranglehold VRChat has on social VR and will also be a fun, compelling experience in its own right.
I reached another big milestone on my avatar!
Then I used it in an area with a low-resolution mirror and noticed some really bad texture seams around the edges of the pigmentation map. And I’m wondering if the pigmentation map approach is really all that useful for the avatar in realtime.
Right now I’ve been trying to make some more of the pigmentation maps for the critter avatar, and in particular I want to make one for the splotchy coloration (which would also be possibly useful for calico and blue giraffe). But hand-drawing this on a disjoint surface is pretty obnoxious.
So what’s going on with me right now? Let’s see…