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#snekstudio — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #snekstudio, aggregated by home.social.

  1. Either I'm (still) in a bit of a state of mania, or I'm just hyperfocusing on #SnekStudio shenanigans right now. But sure, why now? Let's make an improved camera mod! (I also want to look into loading animations. I have my reasons.)

    twitch.tv/copygirl

    #Streaming #VTuber #VTuberEN

  2. My new #SnekStudio mod copyTrigger can be used to set up a variety of triggers (redeems, chat and WebSocket Messages), filter text contents and even use regular expressions.

    Then, you can use Godot’s Expressions to do all sort of things: Trigger other redeems, call functions directly on other mods, use variables and regex groups that were captured. I’ve already used these to set up new and old functionality without relying on hardcoding everything.

    Repository: https://git.gay/copygirl/copyTrigger
    Also includes a .zip release for people who don’t run from source.
    Just in time for SnekStudio’s v0.1.6 release. 🎉

    #Godot #VTuber

  3. So close.. I can smell it! Wait no, that's the lunch we just had – It was good. I'm going to be streaming some modding work for additional #SnekStudio functionality I need for my new v3 model, which we'll get a good sneak peek at as a result.

    twitch.tv/copygirl

    #Streaming #VTuber #VTuberEN

  4. Finally playing with the new inverse kinematics support in #Godot 4.6.

    Unfortunately, it seems that pole targets are only supported for two-bone IK! So that won't work for elbow joints in #SnekStudio (my open-source #VTuber software) because VTuber model arms tend to be more complicated than simple two-bone chains due to twist bones and such.

    So I went ahead and implemented something a little closer to #Blender 's pole target support, which works as its own SkeletonModifier3D-derived object, allowing it to work with other types of IK chains.

    Hopefully this will let me replace SnekStudio's existing IK code, which still feels very prototype-y, even after one or two significant overhauls.

    I've been waiting for the new IK stuff for a while, but it looks like there are still one or two functionality gaps to fill in before I can use it to entirely replace the DIY IK system in SnekStudio.

  5. I have added an anaglyph stereo 3D module to #SnekStudio, my open-source #VTuber software.

    Now stay still while @JunkRaven gives you headpats. This will only hurt a little.

    #VTuberEN #Godot

  6. Testing my new Usagi Bunny model with #Snekstudio. It was manually ported from a VRChat Unity package to VRM.

  7. Cool, got lip sync working on #SnekStudio! Just had to install the nightly flatpak and Add a new LipSync module before AnimationApplier in the mod list.

  8. I've updated my blog post about VTubing on Linux to mention SnekStudio as the primary software and VSeeFace as an option, because:

    • SnekStudio runs natively on Linux, contrary to every other software
    • It just works better and uses less resources

    It also now has a honorary mention to other guides for VTubing on Linux, because I found out about them only yesterday!

    rabbitictranslator.com/vtubing/

    #KDE #Fedora #Linux #SnekStudio #Stream #Streaming #Furry #FurryStreamer #FurryVTuber #VTuber #Twitch #Documentation

  9. My fingers are tingling. I want to write something for #SnekStudio today. Setting it up to receive IPC commands from the console.

    twitch.tv/copygirl

    #Streaming #VTuber #VTuberEN

  10. CW: twitch self promo, boosts appreciated
    Getting flatpak builds working for snudio(snekstudio) even if i'm eepy! join me at twitch.tv/lunarequest

    #Vtuber #VtuberEN #FurryVtuber #snekstudio #Stream
  11. My #SnekStudio mod copyMultiplayer has been stable and usable for a little while now, so at a viewer’s request I released it for those who run SnekStudio from one of its binary releases.

    It’s more of a proof-of-concept until SnekStudio sees its own official multiplayer mod, but it’s working, so you can use it now!

    • Pre-share your models.
    • Connect and sync your avatars with other users.
    • Simply drag them to move them next to you.
    • Wave to each other!

    Source code: https://git.gay/copygirl/copyMultiplayer
    Download: https://git.gay/copygirl/copyMultiplayer/releases
    Hit me up with any questions or problems.

  12. That was an astounding success. Fun stream. Chat was really supported. We went for 7 hours where we tweaked the #SnekStudio mod manager mock-up. We now have:

    • Reusable active mod button scene, with configurable icon, name, and status.
    • Drag and drop to reorder active mods
    • Preview line to see where you're gonna move a mod to when dropped
    • Automatic scrolling when touching the top or bottom of the mod list

    #StreamSummary

  13. I think I try some #streaming today while working on my oxm written in #rust . I also got #snekstudio for a basic 10-minute avatar from #vroidstudio to work so it's not so empty :3

    You can come join me over on [twitch](twitch.tv/mailapyst), where you also can listen to some music from #chillhop if you want c:

  14. Wanted to show off my newly improved heart thrower mod for #SnekStudio. It now has squishy sticky sounds, and my model reacts when being hit.

  15. Gonna write my own object thrower mod for #SnekStudio here on stream. My girlfriend @capitalthree is joining me for a little bit during the beginning (before she needs to eep). I have some cute ideas that I might keep a secret until later. :3c

    twitch.tv/copygirl

    #Streaming #VTuber #VTuberEN

  16. I'm setting up colliders for my model for the first time in #SnekStudio and I look like a test dummy. >∪<

  17. With @capitalthree recently coming back to streaming and us having wanted to use #SnekStudio multiplayer, I want to put some more work into it. So going to stream coding some more on the multiplayer mod!

    twitch.tv/copygirl

    #Streaming #Programming #VTuber #VTuberEN

  18. #SnekStudio, my open-source 3D #VTuber software, actually has a website now!

    snekstudio.com

    Been putting that off for a *while* because I really don't like webdev and had a hard time figuring out what to say.

    Two issues left before the Alpha 2 milestone (that I keep kicking down the road) is done. Been making some really good progress over the Winter break.

    And yes, I'm still calling it "alpha" even though I use it in production. It's a production alpha. :D

    #VTuberEN

  19. After hyper-focusing on the #SnekStudio multiplayer module in an all-nighter, I managed to get the bandwidth requirement down from around 500 KB/s to less than 40 KB/s when tracking both hands and and all those finger joints.

    It can go down to 12 KB/s with just the basics. Could easily half that if I lower the sync rate to 30 per second instead of matching the 60 FPS. (Though I will have to re-add blendshape support again.)

  20. Proof-of-concept multiplayer module for #SnekStudio is working for now! And.. I think I did it all in one day?! Right now the biggest problem is the massive packet size (>8KB per update tick?), but that's why it's a PoC, right?

    #GodotEngine #VTuber

  21. As with all my endeavors, don't expect much from this, but I'm gonna try to build a multiplayer mod for #SnekStudio to display multiple models and share tracking data. Wish me luck?

    twitch.tv/copygirl

    #Streaming #VTuber #VTuberEN

  22. #SnekStudio (my #VTuber software written in #Godot ) has an actual logo now!

    Got a ton of work done last night on the Python integration for it, which should make stuff a little less error-prone going forward. Also it no longer has to download packages from pypi at runtime anymore.

    I'm closing in on the next alpha, which should have actual builds so people don't have to fiddle with the editor anymore. But that's going to take some minor build engineering work. (Builds actually work fine. It's mainly just about wrangling Github CI so it all happens automatically.)

    Still, all the probably-difficult problems from the milestone are done, so it's almost there!

    #GodotEngine #VTuberEN

  23. Demo time for #SnekStudio at #MAGWest .

    And once again, having to do last minute bug fixes on the convention floor.

    #VTuber #VTuberEN

  24. Demo time for #SnekStudio at #MAGWest .

    And once again, having to do last minute bug fixes on the convention floor.

    #VTuber #VTuberEN

  25. Demo time for #SnekStudio at #MAGWest .

    And once again, having to do last minute bug fixes on the convention floor.

    #VTuber #VTuberEN

  26. Demo time for #SnekStudio at #MAGWest .

    And once again, having to do last minute bug fixes on the convention floor.

    #VTuber #VTuberEN

  27. Demo time for #SnekStudio at #MAGWest .

    And once again, having to do last minute bug fixes on the convention floor.

    #VTuber #VTuberEN

  28. I finally made my #VTuber software that I use on-stream, #SnekStudio , open-source.

    github.com/ExpiredPopsicle/Sne

    It's pretty rough around the edges, and the code is still kind of a mess, but getting it out into the public as open-source software is a big step after years of slowly growing it, and it's rapidly shaping up into something that I hope anyone can use.

    It currently supports 3D models using VRM 0.0, with 1.x being untested. It's got a MediaPipe tracking backend, with the extra detailed blend shapes and hand tracking that supports.

    It runs on Linux and Windows, and it could possibly run on a Mac if I had a Mac to test on.

    It's built using #GodotEngine , and wouldn't be possible without the #VSekai team's work on the VRM loader addon for #Godot .

    #VTuberEN

  29. I am back from #offkai2024 and my everything hurts.

    Had a heck of a fun time, though. Got to run around showing off #SnekStudio on my Steam Deck!

  30. Finally got all the face blend shapes finished for my model. Stayed up late so I could power through the last of them and finally post a demo of #SnekStudio using the face blendshape data coming in from #MediaPipe.

    SnekStudio is my custom #VTuber software written in #GodotEngine, which has previously been using VMC data coming in from two instances of VSeeFace (with OpenSeeFace), and a Leap Motion. With this new prototype, I can now do all the more dynamic blend shapes, and camera-only hand tracking without the need for special hardware. Performance is better, CPU usage is way lower, and I no longer have to rely on software running under WINE or a separate PC for my setup.

    Prototype's still pretty rough, but this definitely proves the concept.

    Model by me, software by me (using aforementioned technologies).