OrendCross

@orendcross.com

Just a silly fox doing silly fox things. I stream a bit on Twitch: http://twitch.tv/orendcross 🔞➡ @marlicious.bsky.social Discord(🔞): https://discord.gg/sAnekxwd3x

Finally nearing completion for this Stop Motion Armature stand as a product! It has come a long way since my initial Halloween avatar last year..

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Thank you all for all the positive feedback for ColliderDropDX!! I've released Update v1.1 with some requested features, QOL changes, and fixes!

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【VRChat Asset】ColliderDropDX | My original ColldierDrop asset remade as an install script, with built-in support for Poiyomi Squish! Booth/Jinxxy 🔗🔽

I have a handful of projects stalled waiting for the new VRC Raycast Component.. (easier install, quest compatibility) I wonder if I should just release a FinalIK version, and ask users to update when the new version comes out :o But can I expect users to actually upgrade?? >.<

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Working on bringing my first ever asset up to my current standards! Should be 1000% easier to install! I am debating archiving the original product to release this as a new page, mainly for the algorithm.. (Of course if you have the original, this will be a free update!)

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I can tell more people are finally getting their Babble, some are finding out it doesn't natively work with the Quest Pro's IR LEDs. Now that people are complaining about this known issue, maybe they'll finally look into the workaround I found and pointed out 9 months ago..

【VoiceMuffler & VoiceConstriant】Released v1.1! ・ Added ParameterOptimization in ExtraOptions! ・Separated Audio and Contact into separate MA Bone Proxy for customizability ・Fixed issue where mute persist when reloading into the avatar after having mute toggled when switching

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【VoiceMuffler & VoiceConstriant】Just released v1.02 HOTFIX to fix default VRChat EyeMovement being broken when using VoiceMuffler and VoiceConstraint! Sorry about that!

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Nearing completion for this project! ended up making it way more versatile than it has any right to be lmao It compares each viseme with each blendshape, and determines a value to blend the viseme down when that blendshape is active

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Making progress on my Viseme Replication system! Working on the FaceTracking/BlendShape blending section here; I'm finding the most prominent vertices of each viseme and comparing the delta locations with each blendshape to determine if a shape won't mesh well with a viseme.. [1]