Archive for the ‘pet projects’ Category
Getting near the finish line…
I’m getting near the finish line in more ways that one: The Compact Compliance Club (tentative name?) is nearing completion, but Christmas is just around the corner, which is giving me just about everything: anxiety, stress, bellyaches…
On the baton side of things, I’ve done a solid amount of work, the LOD models, animations, script, HUD, holster. I’m still hung up on the impact sounds and I still need to make the bruises for the Doodle & Strikes integration.
It’s really simple, behavior wise: When collapsed you can gesture the baton around, but you can’t hit anyone (it still does the swish sounds). If you do a hard hit (click and hold) that will deploy the baton’s extension, and from that point on you can hit people with the light and hard hits if they are in front of you. Retracting the baton, requires clicking the baton body at the moment.
The holster also keeps track of whether the baton was deployed/retracted if you use the temp attach feature (and it shows visually).
Expanding baton in-world tests
I was really, really sick Tuesday (most likely food poisoning), so that’s my excuse for posting the expanding baton update this late.
I still managed to get all the unwrapping done, it’s all nice and tight. I also added the tulip prison to the Bakelite housing. The references are piling up a little bit I guess, between Signalis and HENPRI, but unless I can find a better reference to Sofiya Shikolenko (for the grip design mainly), it will have to do.
I’ve rendered the textures at 2K resolution, just in case, but I feel that it is overkill, given the relative size of the baton.
Expanding baton materials complete!
Getting back into the swing of things after last weekend! I think I managed to get the baton in a state that I am happy with. I don’t have any Chinese characters anywhere, which upsets me a bit, but at least I have the model number, the targeting mark & KDC (which is better than nothing at all). Furthermore, I did an early start of the low-poly version, but nothing worth showing yet.
Oh yeah, I spent an absurd amount of time making that “Chinese military dance” pose in Unity, anyone wants that? 😀
Cell Block D-5 update!
I’ve just pushed another update to the Cell Block D-5 map in VRChat!
Now you should see a pair of floating handcuffs where a cuffed player is if they have you blocked, (or if you blocked them) rather than the handcuffs teleporting to 0,0,0.
Expanding baton project
A little something I started working on Tuesday instead of, you know… Sleeping?
I’ve reworked the body shape a couple of times, it is a little thicker than the stun prod handle but not by much. I’m still not sure on whether to go for the chromed expanded section or the black one and where to put the gear track (if at all).
The hand grip is getting where I want it to be, and I had to insert a bit of Bakelite, of course. I’m going to be a bit busy this weekend, so I won’t be able to work much on this.
Prisoner uniform porting
Initially I was going to work on something else today and post that instead, but I actually have nothing else to show. I’m so tired that I’m most likely going back to bed after my doctor’s appointment this afternoon.
I’ve been doing this as a bit of a weight painting/fitting practice, an attempt at making a simple conversion of the KDC Prisoner Uniform to the VRChat “Moe” base. Main reason is that I don’t need devkits and I desperately need more fitting practice. I really want to get over this feeling of dread I get anytime I have to actually finish an outfit, and this is one way to do it I guess.
Plus it would be nice to make it a bit more available I guess.
This week is going to be a bit rough as I have a visitor coming Thursday for a few days. I’ll post again tomorrow if I have anything fun to show.
Cell Block D-5 Update!

Happy Halloween everyone! I spent a good chunk of this week refining an update to my VRChat map “Cell Block D-5“, it now features handcuffs!
- Grab the handcuffs and drop them on someone’s wrists to bind them!
- When cuffed, keep your wrists together, or you will be blinded.
- You can’t remove the handcuffs yourself, someone else has to take them off.
- The warden role can “lock” the handcuffs (red state) when holding the cuffs by pressing the trigger/use button.
- Locked handcuffs can only be moved & interacted with by the warden.
- Escaping by re-joining the instance will not save you.
- To cuff yourself you have to grab the cuffs in one hand and put them on your other wrist.
I’ve tested this feature to the best of my abilities, but please report any bug that you find.
I currently can’t think of a good way to make this work nicely for desktop users, so they are currently excluded from cuffing.
I make this map for fun and to satisfy my own twisted curiosity, but if you like it, feel free to subscribe to my Patreon.
What I’ve been cooking for Halloween so far…
This year’s Halloween mini-project has been going at a pretty leisurely pace. I was initially going to do something completely different, but I did not really want to make it a limited seasonal item. And then I remembered that “this” is actually something that was suggested to me a few times.
I wasn’t very inspired by the dirty/sweaty aspect initially, but I feel that the chunky drips coming from the collar really sell the idea. The text? I’m not entirely sure of. But I do feel that something like that is needed to really build the “story” this item should tell.
Does it need a story? In my mind, everything should, ideally. I feel that there might be something much better that I haven’t thought of yet, but I’m trying to avoid specific names or numbers.
Oh… I suppose it wouldn’t hurt to add a Chinese or Japanese option if the characters fit well enough… And maybe a color or two?
Floor cage thing
Not much real progress today, but I had to bash this floor cage thing to get it out of my head, and do some engineering on the door…
I don’t know where I’m going with this. 3x3m standard so far but that might be too square. The idea is that the ladder to climb in/out is the section of bars contained inside the hatch. Not sure of the depth either, the ladder doesn’t reach that far down.
Skin suit bra
We’re moving, we’re moving, now it’s time for the skin suit bra to get a bit of love. I’m not sure if that’s enough stitch lines for what it is.
Not shown: Collar is about 90% unwrapped, should I add more stitching or edge detailing or is that enough?
There is quite a bit of space left on the UV map, the metallic parts don’t “really” need texture or UV space given that they are plain chrome (although the strap eyelets will need a reasonable amount of it), and what little normal cleaning I need on them, I could just do at the vertex level.
I also forgot (again) to place the KDC logo somewhere… On the back, on one side of the bra, maybe?

































