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ᛆᚨ ᛒᛒ ᛝᚳ ᛞᛨ ᛖᛂ ᚠᚠ ᚷᛕ ᚺᚼ ᛁᛁ ᛃᚵ ᛚᛚ ᛗᛘ ᚾᚾ ᛟᚮ ᛈᚹ ᚸᛩ ᚱᚱ ᛊᛋ ᛏᛏ ᚢᚢ ᚻᚡ ᚹᚣ ᛜᛍ ᛇᛦ ᛉᛪ


































































isnt that a stock Avatar?









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Hell, it’s about damn time.
Here it is, birbs and birbettes; The unbelievably-loved EVA Armor Suit and Corvali Base Model is yours for the working. The EVA set includes all of the previous paint jobs for the Echo-4, Serenity, Vermillion Suns and Spectres, as well as the Cam Cubes that you can drag into the VRCCam to give yourself the default portrait. It comes bundled with everything it should need, and is a fairly large file to download, clocking in at 173mb on the G-Drive.
The Corvali should have all of the textures, and the blend file for picking apart my subpar changes to the Avali 1.2 UVs.
Everything is in blend files. If your unity doesn't automatically convert .blend files to .fbx, look up how to make it do that first. It will save you some steps. My Unity does it and IDK how or why.
Britech EVA Link:
https://drive.google.com/open?id=1Hn8Fm_0A7wtIvL5OmgUu6_bcyaUpO81S
Corvali Link:
https://drive.google.com/open?id=1x0feE7Irxw6YPw_1ibvxUqIDtKCnHJ7W (edited)
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I just need help on advise.







































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its not fins
































































































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[USE MODS AT YOUR OWN RISK]
Sharkmod/Furhack
Is a Multipurpose mod that allows you to do many different things such as change avatar by ID, toggle buttons in specific worlds and more.
Requires Melonloader #0.2.2
[Download] https://github.com/The-Cicada/fhrel/raw/master/fur_hack.dll
If you are new to mods or need help setting things up feel free to join my server!
For the invite link just ask me in DMs.
AVATAR SUBMISSIONS
A new feature in it will be an avatar menu where you can select from Avatars to turn into without needing to have them on your favorite list.
If you want to submit an Avali Avatar to be shown on the Avali avatar tab of the mod you can simply submit them in this channel, just make sure to tag me.
Follow this format for submissions:
Avatar_ID:
Avatar Name:
Avatar Description:

















































do you have the dynamic bone settings for it prehaps or do i have to set them up by myself?



























- ~ Resource File Release - Stormy's Emission Maps (Da'Vali Edition) ~
Hey everybody! I've been working with the Da'Vali for about a week now, making my fursona Stormy, and I've been doing a lot of texture work on the normal maps for him... and I wanted to share them with all of you! These maps I've created allow for Poiyomi's Toon Shader to display technically any color in an emission map because of the way I've set them up. This allows me to have runes and lines of color that pulse on the avatar, while having claws and talons that are always glowing, pretty cool stuff. ^^ I'll be uploading a gif after this that shows what the finished product looks like.
Included a couple of files that can be edited as you please:
An MDP file, essentially the combined texture of everything I've been working on for the past week. It has toggleable layers that are named based on what they do. If can be copied and then edited to add your own emissions!
(for those of you unaware, MDP is Firealpaca's file format. I use FireAlpaca cause it's free uwu )
Exported pngs that are used in the poiyomi shader to set up the emission masks.
setup pictures that show how I set up poiyomi to work with the included textures
And the rune texture I created for my feathers, in case anyone wanted it.
Enjoy! Can't wait to see what you all do with it! >w< (edited)



































































































add da’vali to the mix and you will be competing only with yourself
















































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Such a cute armored vali
































































































































































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/tmp/DefaultCompany/<ProjectNameHere>, a file named custom.vrca will be generated after running the Build & Test process. Copy-paste it to <ProtonPrefix here>/drive_c/users/steamuser/AppData/LocalLow/VRChat/VRChat/Avatars/, and you'll be able to see it ingame in the Other section of your Avatars menu. This should significantly speed up iteration time since you don't have to go through the buggy Build & Publish process every time you want to test a change, though you will have to copy the file every time, or make a symbolic link.


















































































































































































AudioClip to the .wav
then disable it and set it to play on awake
edit your animation to enable the audio source when it starts



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what shader did you use?



























































































































































































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is rainbow a suggestion























































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worm will get 20% off - especially handy if you want to offer those clothes or use the materials for commissions!
Let me know what you think
https://gum.co/DavaliClothes










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Assets/DavaliAssets/Animations/MenuElements/Params file. Repurpose two of the empty Int type parameters (or add new if you have space) as Bool type and name them EggShow and EggDrop.
6) Open the Assets/DavaliAssets/Animations/MenuElements/Menu file. Add two controls, name them however you want, set them to toggle type, and assign the two new parameters to it.
7) Open the Assets/Avali_Egg/Avali_Egg_Animation_Example controller, box select all the states and copy them.
8) Open the Assets/DavaliAssets/Animations/Controllers/FX controller, switch over to Parameters tab and add same two Bool parameters from before.
9) Switch to Layers tab, add a new layer, set its weight to 1 and paste all the states you copied before, right click the Idle state and set it to be the default state. (edited)













Assets/DavaliAssets/Animations/MenuElements/Params file. Repurpose two of the empty Int type parameters (or add new if you have space) as Bool type and name them EggShow and EggDrop.
6) Open the Assets/DavaliAssets/Animations/MenuElements/Menu file. Add two controls, name them however you want, set them to toggle type, and assign the two new parameters to it.
7) Open the Assets/Avali_Egg/Avali_Egg_Animation_Example controller, box select all the states and copy them.
8) Open the Assets/DavaliAssets/Animations/Controllers/FX controller, switch over to Parameters tab and add same two Bool parameters from before.
9) Switch to Layers tab, add a new layer, set its weight to 1 and paste all the states you copied before, right click the Idle state and set it to be the default state. (edited)















Assets/DavaliAssets/Animations/MenuElements/Params file. Repurpose two of the empty Int type parameters (or add new if you have space) as Bool type and name them EggShow and EggDrop.
6) Open the Assets/DavaliAssets/Animations/MenuElements/Menu file. Add two controls, name them however you want, set them to toggle type, and assign the two new parameters to it.
7) Open the Assets/Avali_Egg/Avali_Egg_Animation_Example controller, box select all the states and copy them.
8) Open the Assets/DavaliAssets/Animations/Controllers/FX controller, switch over to Parameters tab and add same two Bool parameters from before.
9) Switch to Layers tab, add a new layer, set its weight to 1 and paste all the states you copied before, right click the Idle state and set it to be the default state. (edited)

















Assets/DavaliAssets/Animations/MenuElements/Params file. Repurpose two of the empty Int type parameters (or add new if you have space) as Bool type and name them EggShow and EggDrop.
6) Open the Assets/DavaliAssets/Animations/MenuElements/Menu file. Add two controls, name them however you want, set them to toggle type, and assign the two new parameters to it.
7) Open the Assets/Avali_Egg/Avali_Egg_Animation_Example controller, box select all the states and copy them.
8) Open the Assets/DavaliAssets/Animations/Controllers/FX controller, switch over to Parameters tab and add same two Bool parameters from before.
9) Switch to Layers tab, add a new layer, set its weight to 1 and paste all the states you copied before, right click the Idle state and set it to be the default state. (edited)












































































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Assets/DavaliAssets/Animations/MenuElements/Params file. Repurpose two of the empty Int type parameters (or add new if you have space) as Bool type and name them EggShow and EggDrop.
6) Open the Assets/DavaliAssets/Animations/MenuElements/Menu file. Add two controls, name them however you want, set them to toggle type, and assign the two new parameters to it.
7) Open the Assets/Avali_Egg/Avali_Egg_Animation_Example controller, box select all the states and copy them.
8) Open the Assets/DavaliAssets/Animations/Controllers/FX controller, switch over to Parameters tab and add same two Bool parameters from before.
9) Switch to Layers tab, add a new layer, set its weight to 1 and paste all the states you copied before, right click the Idle state and set it to be the default state. (edited)












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https://www.deviantart.com/javenchi/art/How-the-heck-do-avali-work-Pt-1-Heads-and-Faces-717776438















































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I was able to make the chest plate a bit more accurate to the reference and unity compatible :)
Here is the new file, it is the whole set btw:
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- ~ Resource File Release - Stormy's Emission Maps (Da'Vali Edition) ~
Hey everybody! I've been working with the Da'Vali for about a week now, making my fursona Stormy, and I've been doing a lot of texture work on the normal maps for him... and I wanted to share them with all of you! These maps I've created allow for Poiyomi's Toon Shader to display technically any color in an emission map because of the way I've set them up. This allows me to have runes and lines of color that pulse on the avatar, while having claws and talons that are always glowing, pretty cool stuff. ^^ I'll be uploading a gif after this that shows what the finished product looks like.
Included a couple of files that can be edited as you please:
An MDP file, essentially the combined texture of everything I've been working on for the past week. It has toggleable layers that are named based on what they do. If can be copied and then edited to add your own emissions!
(for those of you unaware, MDP is Firealpaca's file format. I use FireAlpaca cause it's free uwu )
Exported pngs that are used in the poiyomi shader to set up the emission masks.
setup pictures that show how I set up poiyomi to work with the included textures
And the rune texture I created for my feathers, in case anyone wanted it.
Enjoy! Can't wait to see what you all do with it! >w< (edited)

Assets/DavaliAssets/Animations/MenuElements/Params file. Repurpose two of the empty Int type parameters (or add new if you have space) as Bool type and name them EggShow and EggDrop.
6) Open the Assets/DavaliAssets/Animations/MenuElements/Menu file. Add two controls, name them however you want, set them to toggle type, and assign the two new parameters to it.
7) Open the Assets/Avali_Egg/Avali_Egg_Animation_Example controller, box select all the states and copy them.
8) Open the Assets/DavaliAssets/Animations/Controllers/FX controller, switch over to Parameters tab and add same two Bool parameters from before.
9) Switch to Layers tab, add a new layer, set its weight to 1 and paste all the states you copied before, right click the Idle state and set it to be the default state. (edited)













































































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Literally the avatar I need but Im out of money rn








































































































































































































































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can be done






worm will get 20% off - especially handy if you want to offer those clothes or use the materials for commissions!
Let me know what you think
https://gum.co/DavaliClothes 

































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all good














































































































all good












https://matchakitten.gumroad.com/l/bwxzC





(edited)

(edited)















































































Assets/DavaliAssets/Animations/MenuElements/Params file. Repurpose two of the empty Int type parameters (or add new if you have space) as Bool type and name them EggShow and EggDrop.
6) Open the Assets/DavaliAssets/Animations/MenuElements/Menu file. Add two controls, name them however you want, set them to toggle type, and assign the two new parameters to it.
7) Open the Assets/Avali_Egg/Avali_Egg_Animation_Example controller, box select all the states and copy them.
8) Open the Assets/DavaliAssets/Animations/Controllers/FX controller, switch over to Parameters tab and add same two Bool parameters from before.
9) Switch to Layers tab, add a new layer, set its weight to 1 and paste all the states you copied before, right click the Idle state and set it to be the default state. (edited)










I just use three separate materials so i overlapped them like this instead







no wiggly gems for me






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http://matchakitten.gumroad.com/l/jiPRg









here it is for all the yeens who have been asking me for this in game, now you can be comfy too!
http://matchakitten.gumroad.com/l/IuqzQ
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here it is for all the yeens who have been asking me for this in game, now you can be comfy too!
http://matchakitten.gumroad.com/l/IuqzQ
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https://kittensavatars.gumroad.com/l/wdICS (edited)





























































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i do like that effect






























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http://matchakitten.gumroad.com/l/VVZPi











thank you








































You're free to give Rasin that one.





















































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https://kittensavatars.gumroad.com/l/wdICS (edited)






https://kittensavatars.gumroad.com/l/wdICS (edited)
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I will be doing a Black Friday sale on all of my items starting now until this Monday at 1am est! Use code bfriday2021 for 25% off any item!
https://app.gumroad.com/kittensavatars



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or just chill
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heres a 750000 triangle sphere calculated using 16 digits of pi



















they made it seem sketchy






























































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I've made some socks/warmers/whatever you may call it for the chibi bestboi
(Note: this is my first ever project that I've done in blender so it may not be very professional, but I tried my best
I'm open for any feedback)
Feel free to use or modify them however you like and show me a screenshot of ur boi !!
https://cdn.discordapp.com/attachments/853932066549530624/940666912013168650/unknown.png
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- FBT support isn't Implemented yet ill work on it but as i dont have FBT i cant test it.
- you are squatted and i really havent found a combination of settings that fixes it yet.
- The arms can twist a bit but this pretty much happens with all beatsaber avatars, but some IKTweaks might fix it.
Instructions:
1. Install Unity 2019.3.15f1 Link: https://unity3d.com/unity/whats-new/2019.3.15
2. Download and unzip the Beatsaber avatar unity project. Link: https://github.com/nicoco007/BeatSaberCustomAvatars/releases MAKE SURE TO DOWNLOAD THE UNITYPROJECT.zip
3. Before opening the project in Unity go into you BeatSaber install folder > Beat Saber_Data > Managed and copy both FinalIK.dll and DynamicBone.dll and put them into the project's libraries folder under assets/libraries.
4. Load the project in unity and import the Davali Beatsaber package and load the included scene.
5. Now you can change your textures, but leave the shader set to cellshading or cellshadingNormals otherwise it wont appear in game.
6. Select Davali object in the scene and from there you can change the name and author using the inspector
7. goto Window > Avatar Exporter and export your .avatar file which then goes into the CustomAvatars folder in your BeatSaber folder and enjoy
NOTE this requires the BeatSaber Custom Avatars mod which you can get from ModAssistant
also if you wish to use first person a clipping distance of .27 is the minimum to prevent clipping, one day when i have the time i might try to seperate the head mesh from the body and then just hide the head in first person but that seems unlikely to work properly.
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It will be done after Jerry is out.
https://discord.com/channels/530351426833088512/530354218071097354/952751331297353738


Make sure you have colliders active on your Hyenid for it to be able to interact with the skirts bones!
https://kittensavatars.gumroad.com/l/HyenidSkirt
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https://kittensavatars.gumroad.com/l/TigerBeeOnesie























































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https://kittensavatars.gumroad.com/l/HyenidLeashedHarness






























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These are amazing



































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in:#assets-only Warmers (edited)




















































Like this?







@Veriti Rella, the teshari (edited)

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Enjoy!


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goof lol







Can't wait to see what they think of v4, so many new cool features uwu






































































































































































//this is going to be the LARGEST layer. Good luck understanding it just from this code.
//basically, on watch deploy, play the deploy animation
//wait for play to be active
//split into a tree to play the correct song clip
//converge back to the idle animation if song is not playing
//exit the idle animation to the watch deploy animation in reverse if watch is disabled
//head to exit
private static void LAYER_WATCH_MAIN(Gen_Test my)
{
var aac = AacExample.AnimatorAsCode(SystemName, my.avatar, my.assetContainer, my.assetKey, AacExample.Options().WriteDefaultsOn());
var layer = aac.CreateSupportingFxLayer("Watch Main");
var negativeSpeed = layer.FloatParameter("Negative Speed"); //import the negative speed parameter
//define states
var Idle = layer.NewState("Idle");
var WatchIN = layer.NewState("Watch IN");
var WatchOUT = layer.NewState("Watch OUT").WithSpeed(negativeSpeed); //this is the exit state, so we need to set the speed to negative
var WatchIDLE = layer.NewState("Watch IDLE");
//define Parameters
var WatchDeploy = layer.BoolParameter("Watch");
var WatchPlay = layer.BoolParameter("Watch Play");
var WatchSong = layer.IntParameter("Watch Song");
//define transitions
Idle.TransitionsTo(WatchIN).When(WatchDeploy.IsTrue());
WatchIN.TransitionsTo(WatchIDLE).AfterAnimationFinishes();
WatchIDLE.TransitionsTo(WatchOUT).When(WatchDeploy.IsFalse());
WatchOUT.Exits().AfterAnimationFinishes();
//---- SONG STATE CREATION LOGIC ----
//this handles creating every single state for each song and then adding transitions to the correct states
//dont forget everything is plus one so that song index 0 is nothing, and song index 1 is the first song
for (int i = 0; i < my.WatchSongClips.Length; i++)
{
var CurrentWatchSong = layer.NewState("Watch Song [" + (i + 1) + "]").Shift(WatchIDLE, 4, i);
WatchIDLE.TransitionsTo(CurrentWatchSong).When(WatchSong.IsEqualTo(i + 1)).And(WatchPlay.IsTrue());
CurrentWatchSong.TransitionsTo(WatchIDLE).When(WatchSong.IsNotEqualTo(i + 1)).Or().When(WatchPlay.IsFalse());
}
}







You can save 25% off on my two new pride assets by using code PRIDE2022! Represent and show your support within VR with my Pride Flags, Buttons, and Collar!
https://kittensavatars.gumroad.com/l/PridePack/PRIDE2022
https://kittensavatars.gumroad.com/l/RainbowPrideChoker/PRIDE2022



















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Grabable in each physbone component you want to be grabbable









(edited)

































































































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) and one of his swords.
The package should include all needed materials, textures and meshes. (Picture shows full armour set & sword)
To attach the armour, you can do it the standard method (reparenting each bone) or you could also swap out a duplicate body mesh (see video; This method only works on the 1.5 Da'vali).
The optimisation, UV mapping and texture is not the cleanest (entirely my fault); i may try re-do the armour in the future 
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) and one of his swords.
The package should include all needed materials, textures and meshes. (Picture shows full armour set & sword)
To attach the armour, you can do it the standard method (reparenting each bone) or you could also swap out a duplicate body mesh (see video; This method only works on the 1.5 Da'vali).
The optimisation, UV mapping and texture is not the cleanest (entirely my fault); i may try re-do the armour in the future




) and one of his swords.
The package should include all needed materials, textures and meshes. (Picture shows full armour set & sword)
To attach the armour, you can do it the standard method (reparenting each bone) or you could also swap out a duplicate body mesh (see video; This method only works on the 1.5 Da'vali).
The optimisation, UV mapping and texture is not the cleanest (entirely my fault); i may try re-do the armour in the future




) and one of his swords.
The package should include all needed materials, textures and meshes. (Picture shows full armour set & sword)
To attach the armour, you can do it the standard method (reparenting each bone) or you could also swap out a duplicate body mesh (see video; This method only works on the 1.5 Da'vali).
The optimisation, UV mapping and texture is not the cleanest (entirely my fault); i may try re-do the armour in the future












































































































































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(My custom davali avatar mod template is almost ready too, just gotta test it a bit
)
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If it's missing any bone that has anything to do with the legs the IK just dies and refuses to animate the avatar at all





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(My custom davali avatar mod template is almost ready too, just gotta test it a bit
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(My custom davali avatar mod template is almost ready too, just gotta test it a bit
) 
































































































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) and one of his swords.
The package should include all needed materials, textures and meshes. (Picture shows full armour set & sword)
To attach the armour, you can do it the standard method (reparenting each bone) or you could also swap out a duplicate body mesh (see video; This method only works on the 1.5 Da'vali).
The optimisation, UV mapping and texture is not the cleanest (entirely my fault); i may try re-do the armour in the future





























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