#snekstudio — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #snekstudio, aggregated by home.social.
-
Gonna stream some work on #SnekStudio. That is, continuing my redesign of the colliders settings window, which is getting to the point where it's somewhat presentable.
-
And an update to my #SnekStudio mod
copyMultiplayer: Configurable limit of the number of animation updates per second (to lower bandwidth use, was ~60/s before), and child nodes of the model now sync whether they’re visible.So now, when parts of your model are hidden, for example with the built-in
ModelTogglemod, they will also appear hidden for other users.https://git.gay/copygirl/copyMultiplayer/releases/tag/v0.3.0
-
I've started work a bit on rewriting and improving #SnekStudio's mod API, and I'm feeling like continuing that work on stream today!
-
Small update to my #SnekStudio mod
copyTrigger, which fixes an issue with multiline expressions not working as expected (/nis not\n), and adds anexecfunction to run an OS process.I used this to to communicate with Easy Effects to turn on/off two of its filters, for my setup. Chat can now put me in a swear jar! 🫙
-
I've had a little break, now I'm back at it with some tweaking of my
copyMultiplayer#SnekStudio mod – setting the interval at which updates are sent. Then I'd like to have a go at fixing the procedural animation system in my old #Godot game "Inventory". -
Another new #SnekStudio mod called
copyEffect(I’m great at naming!) adding Minecraft-like status effects that can run custom expressions fromcopyTrigger. (Which by the way was refactored, so other mods can now make use of its functionality!) -
Gonna stream myself working on my #SnekStudio mods a bit. Refactoring
copyTriggerto be usable by other mods like my upcomingcopyEffect.As usual, for lack of a better name, heh.. I need to go back to making projects like "BetterStorage" and "Wearable Backpacks", that was the peak of my project naming carrier! (Who am I kidding?)
-
My emoji based toggles have now been turned into Minecraft-style effects that only last for a certain time.
Right now this is a fairly hardcoded #SnekStudio mod, but I have some ideas on how to improve and generalize things for others to maybe make use of this.
(And no, I still haven't decided on how I'll let chat trigger "slime time"..)
-
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.)
-
My new #SnekStudio mod
copyTriggercan 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.ziprelease for people who don’t run from source.
Just in time for SnekStudio’s v0.1.6 release. 🎉 -
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.
-
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.
-
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.
-
Testing my new Usagi Bunny model with #Snekstudio. It was manually ported from a VRChat Unity package to VRM.
-
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.
-
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!
https://rabbitictranslator.com/vtubing/
#KDE #Fedora #Linux #SnekStudio #Stream #Streaming #Furry #FurryStreamer #FurryVTuber #VTuber #Twitch #Documentation
-
My fingers are tingling. I want to write something for #SnekStudio today. Setting it up to receive IPC commands from the console.
-
Doing a various #SnekStudio things, maybe work on a new virtual-food-related mod?
-
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 -
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. -
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
-
Working a bit on the #SnekStudio mod manager mockup again and figured... yeah, I can stream this!
-
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](https://www.twitch.tv/mailapyst), where you also can listen to some music from #chillhop if you want c:
-
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.
-
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
-
I'm setting up colliders for my model for the first time in #SnekStudio and I look like a test dummy. >∪<
-
Going like with some more #SnekStudio multiplayer mod programming. And @kuerb1 is joining me as a test subject!
-
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!
-
#SnekStudio, my open-source 3D #VTuber software, actually has a website now!
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