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Aaron Franke

@aaronfranke.dev
104 followers 29 following 9 posts

Software Engineer. glTF enthusiast. Frequent contributor to Godot Engine. Furry. He/him. Born 1999-01-13.

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Aaron Franke @aaronfranke.dev · 16/06/2026
It's funny watching GitHub CoPilot ( @github.com ) try to run Linux commands over and over on Windows. The PowerShell equivalent is `Select-Object -Last 100`, by the way.
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Aaron Franke @aaronfranke.dev · 11/11/2025
Seats are not static, they can be dynamically changed at runtime! See the pull request for more details.
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Aaron Franke @aaronfranke.dev · 11/11/2025
A new dynamic seat system is coming to Basis VR @basisvr.org! It includes support for any size avatars on any size seats, in any orientation, with the legs and spine at any angle. This uses the same data as in the @openmetaverse.bsky.social OMI_seat standard. PR: github.com/BasisVR/Basi...
This seat system is designed to be much much better than the seat system found in VRChat. It theoretically can allow for any character to fit to the seat, and have them line up properly, with their knees over the edge.The surface of the seat is defined with 3 control points for the back, knee, and foot positions, and a spine angle, which collectively define the surface of the seat. This is much better than a single transform, since it provides enough information to calculate how to fit any sized avatar to a seat, whether the character is tiny or huge. Similarly, the same applies for really big seats or really small seats.When a character's legs are shorter than the available space on the seat, the back and foot IK positions will move forward or up, respectively, to keep the knees aligned with the seat. When a character's legs are longer than the available space on the seat, the knees will be moved instead to make room. If a character's upper leg is shorter, the knees will be moved forward. If a character's lower leg is shorter, the knees will be moved upward. If both happen, the knees will be moved both up and forward.The control points do not have to exist at 90 degree angles to each other. You can change the relative angles any amount and the legs will bend in response. For example, if you want to kick back, just move the foot control point forward a bit. You can also adjust the spine angle if you want the character sitting on the seat to lean back. At the extreme, you can even make the character sit in a way that is almost entirely laying down, or almost entirely standing up (as long as the control points are NOT perfectly collinear).
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