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Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
Animus Vox - Avatar Base
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Animus Vox - Avatar Base

Product Description

Caution! You are viewing an avatar base that just came out of Beta! This means that some smaller QOL features are not yet set up or functional.


Test it before buying (!!!):

Please take the time to try out my avatar before you purchase it. There is nothing worse than buying a base that looks cool from the outside but doesn't feel right when using it. You should not regret this purchase. -> Public Female test version

Avatar Statistics:

Triangle count by item:

  • Body: 58.512 (NSFW)
  • Tail A: 1.302
  • Tail B: 2.350
  • Tail C: 13.308
  • Fluff augment: 12.018
  • Feather augment: 4.098
  • Collar: 4.310
  • Horns: 24.360

Bone counts:

  • Body: 106
  • Tail A: 8
  • Tail B: 8
  • Tail C: 8
  • Fluff augment: 17/36
  • Feather augment: 12/17
  • Collar: 1/2
  • Horns: 0/1

    What are the double numbers? The first number is the number of bones that will be added after the avatar was compiled. The second number is the total number of bones including ones that will be merged into the avatars base armature.

Materials:

  • Base: 4 ('Body' + 'Mouth, Whiskers, Paws, Nails', + 'EyeBall' + 'Cornea')
  • Tail A and B use the same 1 Material
  • Tail C: 1
  • Fluff augment: 1
  • Feather augment: 1
  • Collar: 1
  • Horns: 1

Hard Dependencies:

  • Unity version 2022.3.22f1
  • VRC SDK 3.7.5 or later
  • VRCFury 1.1171.0 or later
  • Poiyomi 9.0.61 or later
  • VRCFT - Jerry's Templates 6.5.0 or later (only if you use face tracking)
  • At least a little Unity knowledge should be a given

Soft Dependencies:

  • I recommend importing Gogo Loco for locomotion but it is not needed to use the avatar.
  • I also recomend importing Gesture Manager to easily debug and test your avatar.

Product Breakdown:

Unity Package:

  • The current unity package includes:
    - 2 avatars (female SFW and female NSFW) that are both set up with face tracking
    - 3 tails
    - The Feather Augment (Head, Neck, Chest)
    - The Fluff Augment (Head, Neck, Chest, Lower Leg R and L)
    - My free collar
    - The horns seen in the images

Blender Files:

  • The two Blender files consist of the avatar as well as all the items described above that come with it. The secondary Blender file includes the Multiresolution Body Sculpt that was used to bake mesh maps. It's kept separate from the main avatar files to not crash your PC.

Substance Painter Files:

  • not finished, will include when done

Quest users notice:

Dear Quest users,

I'm sorry to tell you that there is currently no Quest version available for Animus Vox. This may or may not change in the future.

About the avatar:

The avatar is NSFW by nature, however there is a variant that has a flat crotch (just like the public test version). An SPS setup is planned but will be added last as it is not vital for a functioning and usable avatar.

Animation state:
Just like the Rexouium by Rezillo Ryker, the hands are fully animated rather than relying on VRChat's default gestures. This allowed me to replace the RocknRoll gesture with a middle finger one. I also added a pinky promise gesture which my friends gloriously abused already to pick their noses - yuck. The avatar has a set of facial expressions triggered by gestures, however they are still subject to change. The ears are also animated both in- and outside of face tracking. Please use the public test version to view default animations or try the face tracking.

Dynamics & Functionality:
The avatar is equipped with various physbone components including ears, boobs, ass, cheeks and nose, all of these also have a toggle by default in the menu. The avatar uses rotation constraints on twist bones in the arms and wrists to counteract that lovely scrunching when rotating the arms. The present tails use colliders for the floor and thighs, which come with an ingame toggle as well in case laying down causes the tail to stick up into the user's face. There are contacts for the eyes which cause the eyes to close when poked, the nose makes a sniffing motion when provided with a finger in range and the avatar reacts with a happy face when pets are given. All of these can be toggled separately ingame as well.

Blendshapes and customization:
The avatar is currently equipped with all viseme blendshapes (15) and dynamic eye-look blendshapes (9). Blendshapes for facial expressions were added (30) as well. I am currenty working on numerous body customization blendshapes as well as a bunch to be driven by the SPS setup in the future.

Rig and weights:
The rig is fully equipped with all necessary bones, including toe bones. Animus Vox does not use an upper chest bone. No changes to the bone layout are planned.

UV maps and textures:
The UV unwraps of the avatar were done with flat image texturing in mind. The layout is sensible and makes sense. I did my best to maximize space usage while not chopping up the UV's too much. Pictures of the UV's are included above. The eyes are separated where the iris takes up most of the texture space, which allows for incredibly detailed eyes even when lowering the texture size. The texel density of the face is .5 times higher than the rest of the body, making facial marks appear even crisper. A second UV map for the body that is choppier but uses more pixel space is available but not planned to be used as main map. Just know it's there if you want to lower texture resolution but keep a crispy look.

Face Tracking and Full Body Tracking:
Face tracking natively supported and available, blendshapes for them are subject to slight adjustments. The avatar works fine using full body tracking.


Corrective behavior:
Corrective blendshapes are used and fully set up to counteract squish at the belly, chest and neck, making bendy movement very smooth.

Augments:
Augments are addons I plan to create. Each one will have it's own theme and be easily installable via VRCFury. Currently, the fluff and feather augments are available. Shark and dragon are planned.

Usage in Unity:

- Make sure you have the correct Unity version installed.
- Double check your VRC SDK Version!
- Make sure you have VRCFury installed.
- Make sure you have Poiyomi installed.
- Need face tracking? Get Jerry's Templates.
- Make up your mind whether you want to install the soft dependencies.
- Add the Unity Package file to an empty project last, not first.
- Pick between the different versions given in the prepared scene.
- Log in through the SDK and build the avatar of your choice.
- Be happy

Support:

Should you encounter issues that are not due to the lack of basic Unity knowledge, you may inquire support on my Discord Server. The discord has updated lists of bugs found and features I am working on. I urge you to have a look at those.

Support will not be granted for/if:
- if you are under the age of 18
- if you use a modified SDK such as bloodborne
- if you break any of the discord rules

Copyrights, License and Rules:

Big No-No's:
- No commercial usage (yet)
- Do not resell or redistribute any original or in any way edited assets originally obtained through the provided downloads
- Do not claim ownership of this avatar

You may:
- You may upload this avatar as public
- You may edit this avatar any way you wish for personal use
- You may use this avatar for streaming, recording and creating non-commercial content (content that does not generate an income or advertises a service or product, be it physical or virtual, that aims to generate income)

I respectfully ask:
- Please respect the TOS of other applications such as VRChat.
- Please be mindful of where and how you use this avatar.
- Please do not weaponize this avatar.

This text was last updated January 30th 2025.

Changelog

$40.00