 
                
                    Available on Gumroad: https://dragonskyrunner.gumroad.com.....aximusDraconis
And the video, demonstrating how to use the avatar and showing off what it can do: https://youtu.be/zBokCHKsdnM
After well over 6 months in the making, the MAXIMUS DRACONIS. Possibly the ULTIMATE Western Dragon VR avatar base. Including:
- ~115 customisation blendshapes, the majority of which in the face, to truly make this your dragon/drake/wyvern.
- 3 included variants. The Dragon (Classical 6 limbed), The Drake (No wings, more room for activities), and The Wyvern (All wing, all of the time).
- FULL SRanipal face tracking blendshape set for eye and face tracking purposes, alongside eyebrow shapes for eventual future facetracking hardware. Set up for use via VRCFT both in the CVR and VRC versions of the avatar.
- Arm-as-Wing control on the Dragon, allowing for swapping control between the arms and wings.
- Natural direct body control of the Tail (Ideally with use of a hip tracker) and Toes (With use of foot trackers).
- Alongside the ChilloutVR and VRChat versions in the .unitypackage, bonus NeosVR formatted .fbx files.
For more information, please check out the above Gumroad link.
If you have any questions about this base, I'll respond the fastest to comments posted on this post.
            And the video, demonstrating how to use the avatar and showing off what it can do: https://youtu.be/zBokCHKsdnM
After well over 6 months in the making, the MAXIMUS DRACONIS. Possibly the ULTIMATE Western Dragon VR avatar base. Including:
- ~115 customisation blendshapes, the majority of which in the face, to truly make this your dragon/drake/wyvern.
- 3 included variants. The Dragon (Classical 6 limbed), The Drake (No wings, more room for activities), and The Wyvern (All wing, all of the time).
- FULL SRanipal face tracking blendshape set for eye and face tracking purposes, alongside eyebrow shapes for eventual future facetracking hardware. Set up for use via VRCFT both in the CVR and VRC versions of the avatar.
- Arm-as-Wing control on the Dragon, allowing for swapping control between the arms and wings.
- Natural direct body control of the Tail (Ideally with use of a hip tracker) and Toes (With use of foot trackers).
- Alongside the ChilloutVR and VRChat versions in the .unitypackage, bonus NeosVR formatted .fbx files.
For more information, please check out the above Gumroad link.
If you have any questions about this base, I'll respond the fastest to comments posted on this post.
Category Artwork (Digital) / Fantasy
                    Species Western Dragon
                    Size 1920 x 1920px
                    File Size 2.07 MB
                
                    Loved the video! Gave this a purchase on Gumroad. I love your realistic look and feel that it has going! Now I just need to get my computer behaving better again to get back into VR and relearn some Unity. 
Also need to try CVR as well from the look of things.
Thanks for doing awesome VR stuff! Particularly for Dragons to give that realistic and immersive feel, I really appreciate such things.
            Also need to try CVR as well from the look of things.
Thanks for doing awesome VR stuff! Particularly for Dragons to give that realistic and immersive feel, I really appreciate such things.
                    Thanks!
Those scales were a absolute pain in the butt to stamp out, which given I don't know of any other (dragon or otherwise) avatar bases with proper full scaling like that it's no wonder why, but I'd like to think it's SO worth it.
And immersion in general, that's what I'm doing this whole VR thing for, having a basic avatar that looks nice and moves fine is all well and good, but I want to use those wings on my back and tail on my butt dang it!
            Those scales were a absolute pain in the butt to stamp out, which given I don't know of any other (dragon or otherwise) avatar bases with proper full scaling like that it's no wonder why, but I'd like to think it's SO worth it.
And immersion in general, that's what I'm doing this whole VR thing for, having a basic avatar that looks nice and moves fine is all well and good, but I want to use those wings on my back and tail on my butt dang it!
                    The face tracking is applied in the final release version, have to set the Gesture Mode to Mode 6 to turn it on. (There's a readme included that gives instructions on how to do that.)
And the reason there's a difference between the public demo and final release versions, the public demo avatar is really meant to be that, a demonstration to show off what it can do. Given a lot of what the base has going for it, the level of customization it's capable of, doesn't really show through well if I just had a raw static upload of the final release as the public demo.
What is it about the public demo version you like better?
            And the reason there's a difference between the public demo and final release versions, the public demo avatar is really meant to be that, a demonstration to show off what it can do. Given a lot of what the base has going for it, the level of customization it's capable of, doesn't really show through well if I just had a raw static upload of the final release as the public demo.
What is it about the public demo version you like better?
                    the menu is nice! even tho it can be a lil funky, it's still a neat feature for ppl more unity inclined, they can just edit the model ingame rather than going thru the stress of trying to learn how to change blendshapes
also i found how to enable it after getting angry at it and nearly quitting on editing it, that the mode 6 was both 2 n 4 on.
also, on the wyvern, the wrong "arm wing r" is selected on the dynamic bones (i think the dragon's wing was selected, and i changed it)
one more thing, if you tweak the head of the dragon (rounded jaw) and turn on face trcking, one of the blendshapes juts the right hand jaw back to the blocky look, so i think you mightve messed up the blendshapes, and the ACTUAL left lower lip blendshape is missing. i can only curl my right lower lip down
            also i found how to enable it after getting angry at it and nearly quitting on editing it, that the mode 6 was both 2 n 4 on.
also, on the wyvern, the wrong "arm wing r" is selected on the dynamic bones (i think the dragon's wing was selected, and i changed it)
one more thing, if you tweak the head of the dragon (rounded jaw) and turn on face trcking, one of the blendshapes juts the right hand jaw back to the blocky look, so i think you mightve messed up the blendshapes, and the ACTUAL left lower lip blendshape is missing. i can only curl my right lower lip down
                    The Wyvern's wing dynamic bone not being applied to the correct wing, and the issues with the blendshapes interacting with each other both sound like those annoying "Minor easy-to-miss-in-testing" sorts of things (though I don't have the foggiest how I somehow missed the dynamic bone assignment) that somehow slipped through pre-release testing. I'll have a look at them tomorrow to see if I can fix 'em. (I say 'can', but really 'can I?' only applies to whatever's going on with the blendshapes.)
As for the menu, man it's fun, but it's also a pain in the a## and a half to have set up. It was only ever really meant to be a way to both have in-game info about the base, and facilitate switching the binary value of all the demo customisation options. Originally I was going to have all ~115 shapes editable in-game (on a 'Once you leave the instance the values clear' basis, can't be just giving all the functionality in the demo avatar y'know?), but the amount of raw effort that would have taken would have been completely insane, even for me.
            As for the menu, man it's fun, but it's also a pain in the a## and a half to have set up. It was only ever really meant to be a way to both have in-game info about the base, and facilitate switching the binary value of all the demo customisation options. Originally I was going to have all ~115 shapes editable in-game (on a 'Once you leave the instance the values clear' basis, can't be just giving all the functionality in the demo avatar y'know?), but the amount of raw effort that would have taken would have been completely insane, even for me.
                    It helps that the texture map is pretty nicely formatted and the UV unwrap is symmetrical :)
Only bit that gave me any trouble working in 2D in GIMP (after learning some of the program's weirdness vs Photoshop or Paint.NET) was aligning some things across body seams, so I painted on some datum points and used that to figure out how to line up bits that cross the seams like my tattoos and stripes.
            Only bit that gave me any trouble working in 2D in GIMP (after learning some of the program's weirdness vs Photoshop or Paint.NET) was aligning some things across body seams, so I painted on some datum points and used that to figure out how to line up bits that cross the seams like my tattoos and stripes.
 
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