




ToxicDrip / CP3
Product Description
◆ ToxicDrip ◆
Creator: Virtual Hungry Wolf Rolomi
A drop of poison on the street. Quietly seeping venom.
※This product is a costume model for avatars. Avatar body data is not included. ※Due to the nature of downloadable products, returns and refunds are not possible. Please confirm and agree to the product description and terms of use before purchasing.
◆ Item Overview
●Contents
TDrip_◯◯.Unitypackage (◯◯ will be replaced with variation name)
FBX
Textures
PSD files for modifications
ReadMe.txt (main text)
Shaders Used
liltoon https://lilxyzw.booth.pm/items/3087170
ToonStandard (included with VRCSDK) setup is included as a bonus. Use for Quest compatibility (Quest compatibility itself is not guaranteed, but you should be able to make it work yourself by reducing the number of PhysBones, etc.)
Required Assets
Modular Avatar https://modular-avatar.nadena.dev/ja/docs/intro
●Model Data
Polygon count: 8,376 polygons
Mesh count: 1
Material count: 1
PhysBone component count: 6
Ear cuffs can be toggled ON/OFF from Expression Menu. They are OFF by default for some avatars. If you want to turn them ON, please note that they may interfere with default earrings or float in the air. If you don't like the position, adjust the position of the "Earcuff_root" bone. There's also a shape key that allows some adjustment of the upper ear cuff position. Even if the decoration part appears tilted in Unity, the PhysBones follow the weight, so it should be fine.
The zipper can be pulled up and down with PhysBones, and the collar can also be opened and closed from the Expression Menu. Since it's a PhysBone gimmick, others can also grab it. For technical specifications, please check the bottom of the Readme.
Import Folder Path
Assets > MetaverseCreators_CP > 663_chanSHOP > Toxic_Drip
◆ Compatible Avatars
Minase VRChat Avatar #Minase3D https://booth.pm/ja/items/4013951
[Original 3D Model] Komano https://booth.pm/ja/items/5260363
[Kuuta] Original 3D Model #Kuuta3D https://booth.pm/ja/items/4897493
Original 3D Model "Corporate Slave Rensei-san" (Chinpantei Common Body) https://booth.pm/ja/items/5498540
[Original 3D Model] Bokuse (PlusHead Body) https://booth.pm/ja/items/5727810
[Original 3D Model] Rei (Hanka Common Base) https://booth.pm/ja/items/5788427
Male Avatar "Licht" #Licht3D https://metacreatorstyo.booth.pm/items/7430852
Original 3D Model "Elion" https://booth.pm/ja/items/4640002
[Quest Compatible] Original 3D Model "Sasato Yuki" ※Quest incompatible https://663-chanshop.booth.pm/items/4351466
[Quest Compatible] Original 3D Model "Wanta" https://663-chanshop.booth.pm/items/6712612
※When dressing the costume, shape keys that hide the base body (making it stick-like) are used.
◆ Installation Instructions
Set up the latest version of VRC SDK in VCC
Install required assets (liltoon ※version 1.10.3 or higher required, Modular Avatar) in VCC
Import the latest package of each avatar body
Import this data package
Drag and drop the avatar (or dress-up/modification prefab if available) into the Scene Hierarchy
Hide or set unnecessary clothing (default outfit, underwear, etc.) to Editor Only as needed
Drag and drop the costume Prefab directly under the avatar
Upload the avatar from VRC SDK
※The costume has "MA Shape Changer" feature of Modular Avatar configured. When you drag and drop the costume directly under the avatar, the avatar base's shape keys automatically turn ON, making the body thinner, or meshes of parts that change with shape keys disappear, allowing the costume to be worn without interfering with the base body. If you want to use only part of the costume, delete unnecessary parts of "MA Shape Changer" set on the costume parent, or configure as you prefer.
※"MAMeshCutter" is configured for Kuuta prefab. MA 1.14.0 or higher is required.
※Regarding MAShapeChanger for +Head, the component may not work correctly for some avatars due to different body mesh names (this data's mesh name is set as PlusHead). In that case, change the base body mesh name or manually adjust shape keys.
※If some parts of the base body are unintentionally thinned after dressing, return the corresponding base shape key to 0 and check the displayed state of the base body.
◆ Color Variations
Use the color variation materials in the Common > Material folder by swapping them. You can also modify to your preferred colors using the included PSD file.
★About PSD
The texture has a fairly simple structure. Please note that layers are not separated by each part. Depending on the software, it may not open correctly. No special layers are used, so it should be fine...
The base layer is the base color without shadows, etc. This is clearly divided by area (each part), so color changing is easy by selecting each area with the auto-select tool and bucket-filling. Each layer for shadow colors has clipping mask layers prepared for color changes, so you can bucket-fill those layers with desired colors in the same way to get good results. (Make sure to maintain the selection of each area with the auto-select tool.)
◆ Terms of Use
https://drive.google.com/drive/folders/1qRMXoIxM1ZgacBPfwOigQRtXP1vCbNMn?usp=sharing ※Please use while respecting the terms of the original avatar.
◆ Production Environment
Modeling: Blender Ver3.6
Texture: CLIP STUDIO PAINT
Setup: Unity Ver2022.3.22f1
VRChat SDK - Avatars Ver3.8.2 (VCC)
liltoon 2.2.1
ModularAvatar 1.14.0
◆ Credits
Creator: Virtual Hungry Wolf Rolomi URL: https://twitter.com/vgaro663 BOOTH (Personal): https://663-chanshop.booth.pm/
Support Inquiries: https://discord.gg/bmw3PWE37M
◆ About the Zipper
This has an animation that moves the position of the zipper "root bone" and changes the collar shape key values by pulling and stretching the zipper PhysBone.
If you don't need the zipper up/down gimmick, delete PB>Fastener or set it not to stretch. The collar opening/closing from Expression Menu will work even if PhysBones don't move. Please note that simply turning OFF PB>Fastener will turn it back ON by the animation.
Note that this mechanism has the zipper position fixedly controlled by the animation, so even if the zipper position changes due to costume scale changes or dressing on non-compatible avatars, the animation values take priority. Therefore, if you make such modifications, please note that you'll also need to edit the animation values.
Please understand that we do not provide support for editing animations or PhysBones.