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Firelis

@firelis.bsky.social
219 followers 722 following 276 posts

3D animator/modeler, sometimes does music, incorrect VRChat avatar maker, Brawl/PM modder, He/Him Ko-Fi : ko-fi.com/firelis

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Firelis @firelis.bsky.social · 08/10/2026
Anyways that issue's fixed, now for all the other issues that had to do with effectively leaving this project whilst under construction-
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Firelis @firelis.bsky.social · 08/10/2026
For context : One rail glitch (that the public objects test world still has as of writing this) is that it will pretty much always make you face somewhere near the center of the map when you try to jump on it, and then things go crazy as demonstrated here :
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Firelis @firelis.bsky.social · 07/10/2026
Admittedly spent half the time on this survey in one of the final free writing questions, so I figured I'd share it just because it took a while to type (I went over it a few times just to try and make sure I didn't make any typos, I don't do a lot of these long multi-paragraphed texts nowadays)
In order to give extra context for what I'm about to say (as it'll be pretty long), I'd like preface by saying I've been creating in online spaces for almost my entire life, now. Including way before I was an adult, and as you may imagine, way before Generative AI as we know it now was even a thought. So I hope you understand that these views are going to be more personal. However, I can also very much imagine said views being shared by creators who would want to join this platform and are maybe on the fence.

I'll also say for the sake of brevity that I echo most of the sentiment around the discovery tab being filled with AI thumbnails, and my current tolerance for AI generated content is very low, in part because of its tendency to invade previously creative-friendly spaces all over the internet.Not only do I wish to see other creators show their *own* creations, with all the inclusions and omissions that come from them working on their worlds with their own priorities (something I'd have expected only a year ago), I also find the thought that somebody has scraped some of my own work, on every platform I've ever worked in, among thousands, if not millions, of other artists (whether it be 2D, 3D, audio, programming, etc..), only to spit that back out, just to skip a few hours of someone else's time deeply disturbing and repulsive. Especially considering how many such cases I've seen within the past few years, being done by those who dismiss the work and literal lifetime of practice these same people went through to create said input for the models used.

In that same spirit, I'd like to ask for some protection against AI scraping within VRChat, I understand it may not be fully feasible, and to be fair I do think the road map you've established helps us avoid the output it would create. But I think before anything else, one of the issues that has been at the core of Generative AI for about 4 years now, has been consent. And as such, if possible, I would appreciate measures taken to help in that area.In a similar vein, one worry that I have is that, if left unchecked, this shift in VRChat's world repertoire leads to a lot of AI-generated worlds that sell AI generated bonuses on the Creator Economy shop. As someone who's already seen plenty of misleading advertisement, bootlegs, stolen work, etc.... I can very much imagine that even the most optimistic people going back into it might eventually become scammed, and in turn, will eventually avoid giving their money to contribute to what would essentially be a scam.

I don't expect every VRChat world to be boundary-pushing. I don't even think I would *want* that, creative platforms work best when people are allowed to choose the scale and scope of their creation for themselves. However, in this platform built on human creativity, I would, at the very least, like to be able to visit a world and know that somebody made this in their own time, and that, when asked, they can tell me with 100% certainty what they did and why.

Thank you for taking the time to read this very long text, I realize it is long, but it is not exhaustive. I also hope you understand that I still very much appreciate all the work you've put in so far.
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Firelis @firelis.bsky.social · 06/08/2026
DELTARUNE CHAPTER 5 SPOILERS : Ngl I've been making a sorta cover of Flower Man on the side (there's so many songs in that game that I absolutely adore help) and after hearing the demo track, I wanted to see what a softer chorus into an encore could sound like in it, and I think I like it
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Firelis @firelis.bsky.social · 23/06/2026
Finally figured out how fur flows work in HE2 games (admittedly feeling a little silly as the technique isn't technically new, but I did forget about it) I'm not 100% sure if I'll go for full accuracy when implementing it into the avatars, but at least now I know for future reference
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Firelis @firelis.bsky.social · 29/05/2026
Also I may have kept silent about the map objects more than I would've liked, but it's also because the updates to that are very much linked to the avatar updates, and I'm trying not to spoil anything too early But just for fun, here's one of the least important world/avatar features of the update
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Firelis @firelis.bsky.social · 31/01/2026
I can't really demonstrate this visually currently but the PvP, which had been disabled for a little bit, is back! Now with a proper toggle and a team up system! More info in replies :
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Firelis @firelis.bsky.social · 28/01/2026
Oh yeah, forgot to mention, Shadow has his eye animations *and* I figured out why one of his idles never showed up Movie Shadow also got his eyes animated
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Firelis @firelis.bsky.social · 27/01/2026
I'm currently in the process of adding eye animations to everyone's idles. For now I did the Frontiers cast, I'm about to move on to Shadow & Movie Shadow
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Firelis @firelis.bsky.social · 23/01/2026
As for Shadow, the only real issue (beyond the usual quality reduction) is that the idle that was ported over from Frontiers still uses the same framerate as Frontiers, so I had to do some internal trickery
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Firelis @firelis.bsky.social · 23/01/2026
For some reason, Sonic's arm cross idle keeps having this issue, I've tried all afternoon to fix it and it seems to happen directly on Blender's end, but I'm not sure what causes it
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Firelis @firelis.bsky.social · 23/01/2026
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Firelis @firelis.bsky.social · 22/01/2026
Added another pathing system to automation objects, very much meant for the rail. Until now it has been using more or less the same waypoints system as everything else, but now you can also use + shaped collision meshes to orient the station, so you don't have to place 10 million way points!
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Firelis @firelis.bsky.social · 21/01/2026
Little break between all the scripting
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Firelis @firelis.bsky.social · 20/01/2026
Things are still a little jank on the animation update side of things, but with all the little scripts I added and changed, I feel like it's finally starting to feel like someone could make levels out of these
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Firelis @firelis.bsky.social · 20/01/2026
Finally added braking to this (no anims yet, it just slows down faster when holding back)
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Firelis @firelis.bsky.social · 20/01/2026
I made a BUNCH of scripts to activate objects, play sounds and fire a animator trigger parameters when different things happen with these objects (to reduce the amount of needed scripting one would need to get things working) And that also means I added a force jump contact on the lane switchers
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Firelis @firelis.bsky.social · 15/01/2026
Lane switching + Update on deceleration
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Firelis @firelis.bsky.social · 14/01/2026
Hm, yes All according to plan
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Firelis @firelis.bsky.social · 14/01/2026
Passing through the rail
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Firelis @firelis.bsky.social · 14/01/2026
Very schmoovement
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Firelis @firelis.bsky.social · 14/01/2026
Jumping out of rails
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Firelis @firelis.bsky.social · 14/01/2026
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Firelis @firelis.bsky.social · 14/01/2026
Very jank BUT Reverse automation path
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Firelis @firelis.bsky.social · 13/01/2026
Schmoovin
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Firelis @firelis.bsky.social · 13/01/2026
Learned that Unity has vertex snapping, so smoothed a bunch
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Firelis @firelis.bsky.social · 13/01/2026
Smoothed a little bit-
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Firelis @firelis.bsky.social · 13/01/2026
Ok, now I'm lowkey a little proud of myself
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Firelis @firelis.bsky.social · 12/01/2026
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Firelis @firelis.bsky.social · 06/01/2026
Scripting has been reworked a whole lot on the automation object base and the "surface conform" script that's used alongside it, one upgrade in particular is that there's now smoothing on the angle change
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Firelis @firelis.bsky.social · 04/01/2026
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Firelis @firelis.bsky.social · 04/01/2026
Tweaked the jumping off of automated sequences, turns out I was doing it wrong
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Firelis @firelis.bsky.social · 04/01/2026
He probably should be running a little faster-
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Firelis @firelis.bsky.social · 04/01/2026
Momentum conservation
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Firelis @firelis.bsky.social · 03/01/2026
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Firelis @firelis.bsky.social · 03/01/2026
It can now be jumped off of (if allowed)
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Firelis @firelis.bsky.social · 03/01/2026
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Firelis @firelis.bsky.social · 03/01/2026
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Firelis @firelis.bsky.social · 01/01/2026
So turns out I can force animations to play on the Sonic avatars through seats in worlds, I just need to make sure the animations of the avatar itself aren't playing while I do so I'll have to keep that in mind for later
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Firelis @firelis.bsky.social · 31/12/2025
Had a bit of a hiccup with Knuckles but that seems to be resolved, so I'm going to update Amy, test her out, and if she works, I'll start updating all the others
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Firelis @firelis.bsky.social · 31/12/2025
Added sync checks for the avatars' launch object states (at least the ones already done) and almost completely redid the anim sync system on the avatar base, so now adding more synced states should be easier, and once the update is fully rolled out, important animations should synchronize better
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Firelis @firelis.bsky.social · 31/12/2025
And now the animations states are cleaned up too! I might have to roll out an update soon just for this
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Firelis @firelis.bsky.social · 31/12/2025
Finally made it so that air abilities refresh regardless of if an animation plays or not Turns out the issue was on the avatar's side
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Firelis @firelis.bsky.social · 31/12/2025
There it is, there's the input freeze
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Firelis @firelis.bsky.social · 31/12/2025
This is about as good as it's going to get for a little bit Will probably add an input freeze or something along those lines, with a timer that can be changed
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Firelis @firelis.bsky.social · 31/12/2025
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Firelis @firelis.bsky.social · 31/12/2025
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Firelis @firelis.bsky.social · 30/12/2025
Also for balloons, just added a toggle for the little startup teleport This would probably come in very handy for wide objects like triple springs and big jump ramps
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Firelis @firelis.bsky.social · 30/12/2025
I added a horizontal momentum multiplier specifically for balloons, but it's still the same object base I now have a very flexible object that does most of the ones that send you anywhere that aren't automation based
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Firelis @firelis.bsky.social · 30/12/2025
Alright I got my launch object setup figured out
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