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ero

@erodozer.moe
937 followers 141 following 981 posts

Sr Software Engineer / Artist 🔞 | Ex-Disney @ Philly 🌷 🍔 site: info.erodozer.moe 🍔 comms: vgen.co/erodozer 🍔 subscribe: ko-fi.com/erodozer

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ero @erodozer.moe · 23h
Been awhile since I last posted a video Spent the past week working on the combat for my game. From the input logic to enemy behavior, extensive work on tweaking for feel, all the animation state machines, UI transitions, and hand animating every model. No stone left unturned #godotengine
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ero @erodozer.moe · 21/09/2026
7. A profile system has been added for portable configs. Useful for streamers who may have different preferred hardware configurations per model, or who are sharing a setup where each person has their own preferences. Profiles are simple json files, save and load them from anywhere on disk.
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ero @erodozer.moe · 21/09/2026
4. Eval nodes enable you to perform complex calculations with less nodes. 5. An in-memory data store introduces the ability to create variables that can be passed between Blueprints 6. ARKit Blendshapes from VTS can now be received. VBridger-like configurations can be created entirely in OpenVT
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ero @erodozer.moe · 21/09/2026
3. The new Tween node allows for smoothly fading between values over a period of time. Recommended to be paired with toggles, as it doesn't work for frequently changing tracker values. You can use it for simple animations between states
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ero @erodozer.moe · 21/09/2026
1. Value nodes allow you to have constants that can be wired into inputs. With a trigger, you can force values to be reread on demand. 2. Toggle Groups expand upon toggle state, so you can have mutually exclusive toggles. Paired with Values, you can do outfit switching without expressions
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ero @erodozer.moe · 19/09/2026
did you follow the support steps on the itchio page regarding key bindings?
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ero @erodozer.moe · 16/09/2026
Having a lot of fun expanding customization further to support multiple versions of each part, as well as adding separate face swapping and accessories
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ero @erodozer.moe · 14/09/2026
A lot of work on my game this past week. I rebuilt the hub using trenchbroom, with props, lighting, and logic laid out in Godot. I also just split up character models over the past day so I can have a doll system, simplifying humanoids and allowing for character customization
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ero @erodozer.moe · 04/09/2026
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ero @erodozer.moe · 01/09/2026
little sketch to see if I still got it (ability to draw ponies)
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ero @erodozer.moe · 23/08/2026
pixel vtuber model commission for @makotofox.bsky.social vgen.co/erodozer
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ero @erodozer.moe · 19/08/2026
OpenVT changes over the past couple days - support for expression groups - dynamic mask resolution to save vram - file drop support for adding any item asset to your scene by dragging a file onto the main window - customizable bg - native file dialogs, load assets from anywhere on your filesystem
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ero @erodozer.moe · 16/08/2026
Walked through the park today
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ero @erodozer.moe · 15/08/2026
fellow vtuber loving software engineers, please consider adding an anti-AI oshi clause to your OSS projects. For an artistic community built on human creativity, it's asinine and insulting to your oshi to not treat your code and problem solving also as an art that flourishes from your personal touch
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ero @erodozer.moe · 10/08/2026
Following up on this, Godot bindings have now been updated to include Physics support 🥳
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ero @erodozer.moe · 24/07/2026
Table setup in Yabai Market at Offkai! Come see me there Friday and Saturday nights from 8pm-1am.
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ero @erodozer.moe · 21/07/2026
getting hit with this not even 4 minutes in
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ero @erodozer.moe · 20/07/2026
Got expressions implemented with weights, and even expression grouping for exclusive toggle control. Turning expressions on and off is as easy as setting the value to 1.0 or 0.0, or you can make the effect smooth by using Tweens in godot (which the demo does based on the user configurable rates)
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ero @erodozer.moe · 19/07/2026
Dropping by the Yabai Market at #OffKaiGen5 on Friday or Saturday night? I'll have prints and stickers at artist table 2 near the entrance!
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ero @erodozer.moe · 19/07/2026
🫣🪢🌷 #maiareolas
maia lifting up her skirt while hiding in a public park, revealing she's wearing nothing under her new year's outfit other than rope bondage
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ero @erodozer.moe · 17/07/2026
forgot to share another character model I did last week
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ero @erodozer.moe · 16/07/2026
Rendering and animation support are fully implemented already 🥳 Still missing is expressions (currently available in openvt, they'll be backported to ayagami-gd itself) and physics (progress within ayagami is already in the works)
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ero @erodozer.moe · 15/07/2026
If you've heard the news about Ayagami, I'm building out the Godot bindings! Using my experience improving L2D support in Godot for Vtubing to now leverage a fully open-source implementation github.com/AyagamiDev/a...
Demonstration screenshot of Godot rendering a Vtuber model using the Ayagami library
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ero @erodozer.moe · 10/07/2026
If you're trying to use Windows DLL VSTs, like from REAPER, you'll also want to set up LinVST, which you can run against your plugins to wrap them with Wine.
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ero @erodozer.moe · 10/07/2026
I just use Carla in Pulseaudio in Patchbay mode. Most guides recommend JACK w/ Continuous Rack. A sink will appear in qpwgraph which you can easily connect your applications to, and output to a device/sink. The VSTs are managed in Carla, with the Patchbay UI being the same kind of UI as qpwgraph.
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ero @erodozer.moe · 07/07/2026
elevator oji-san
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ero @erodozer.moe · 06/07/2026
I love how the normals on my character model are kinda fucked right now and I haven't bothered to fix 'em because of my character shader just darkens instead of culls backfaces. It looks like my placeholder character is just some amorphous blobby guy with a receding hairline
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ero @erodozer.moe · 05/07/2026
Within blender I'm using custom properties on the model to define frame based parry timing windows on the associated attack animation. Then in I read those values when the animation starts in game to compute the timing in msec when the player has to push a button to parry.
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ero @erodozer.moe · 05/07/2026
with combat now being a little more stateful due to various pause states, I decided to remove button holds from any inputs to make it feel more responsive. The defense stance has been replaced with parrying, and bursting is now a skill that you activate by pressing two buttons simultaneously
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ero @erodozer.moe · 04/07/2026
really proud of this little guy I made yesterday. He's a little tricky in that the face swapping is based on animating UV map offsets, instead of changing textures. I want all my animation to be done in blender proper. A custom importer step allows me to wire up a bone to be the UV controller
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ero @erodozer.moe · 04/07/2026
revisited combat over the past day. Started 3D modeling and animating enemies (made a cuter slime) and the player. UI got a bit of a touchup to, making it more responsive and stylish
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ero @erodozer.moe · 02/07/2026
better look at the little dude
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ero @erodozer.moe · 02/07/2026
Textured up the NPC and added subtle animations. Also adjusted the player's shader so they're able to fade in/out when I interact with npcs to guarantee they're never in the way of the camera.
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ero @erodozer.moe · 01/07/2026
got npc interaction wired up and spawning my menu system. The hub world is slowly coming together. One step closer to having a proper vertical slice of the game
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ero @erodozer.moe · 30/06/2026
I've just been using raycastly.github.io/texture-ripp... to cut up the images and adjust distortion. It works well enough since I don't need anything to be precise at my detail. Most props are less than 128x128, which all looks fine since the viewport matches internal res with the PSP at 480x272.
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ero @erodozer.moe · 30/06/2026
I probably am taking the most asinine approach to doing this, but I have a super easy time thinking about the topology of 3D models without even having photo references. So I've been making models first, and then going out to take pictures to turn into textures. It results in dumb but decent maps
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ero @erodozer.moe · 17/06/2026
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ero @erodozer.moe · 05/06/2026
looking at the rune factory 3 DS character models up close and even in 4x on an emulator and I think I have finally found the low poly look to reference for my game models.spriters-resource.com/ds_dsi/runef...
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ero @erodozer.moe · 30/05/2026
google out here like
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ero @erodozer.moe · 27/05/2026
my peonies are in bloom again 🩷
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ero @erodozer.moe · 27/05/2026
Spent the past couple nights building a new combat system from the ground up for my game. It came out kind of as a hybrid of Legaia and FFXIII
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ero @erodozer.moe · 21/05/2026
timelapse
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ero @erodozer.moe · 21/05/2026
👧🍊🍆
gigi m*rin laying on her bed, partially clothed, with legs spread open.  Her tank top is pushed up exposing her small breasts, and the tip of her large penis is peaking out of her spats.  Her penis is actually a grem shoved in her pants
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ero @erodozer.moe · 20/05/2026
spent the past couple nights revisiting VRM support in OpenVT and made some significant progress. So far I got it properly treating VRM using a unified 2D staging approach, allowing you to mix 3D models with 2D assets. I'm still figuring out what's right for bone mapping to tracking parameters.
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ero @erodozer.moe · 02/05/2026
Setup at oshiuplink, see me at table A35 😳
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ero @erodozer.moe · 29/04/2026
Stickers for oshiuplink 🥳 It's my first time making a sticker sheet too. I wanted to make something a bit playful so I used the tabegotchi sprites to let you craft your own scenes.
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ero @erodozer.moe · 27/04/2026
#drawmies
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ero @erodozer.moe · 19/04/2026
The squeak squad turned 4 years old a few weeks ago 🥳🥰
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ero @erodozer.moe · 15/04/2026
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ero @erodozer.moe · 13/04/2026
I cannot eat all this by myself 😰 still have ingredients to make around 6 more skewers too
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