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Ok, long story short I did this instead of clothing because I came to realize that a body made 2 years ago was starting to feel a bit rusty on my end. With my plans to adapt it to Blender and VRChat, keeping it focused on just SFM standards was a big handicap - it has me re-adapt anything I make every time I prepare a Blender version. Not to mention SFM is way past its prime. Despite it being old, it's still a cool body, so I decided to update it once and for good with my current skills before moving to sculpt and set up the next one. So here we are.  The improvements of the updated v4 body include better hands and legs, improved rigging of them, and switchable nails on both hands and feet. For now I added a claw option that will come in handy with a few characters.

The most important change in SFM you'll see is that butt bone is now automated to fit the sharp angles, so you don't have to rotate and move it every time you pose it that way.

There's 10 corrective bones now, 2 for each limb and 1 for each buttcheek. They will adapt to angles, making sure nothing breaks at extreme angles. All the major bones are renamed automatically to valve_biped standard in a non destructive way, allowing for better SFM rig functionality.

As for Blender rig - it has been thoroughly cleaned up and now everything looks and works as it was intended. Moreover, anything from the Blender file can be exported and compiled to SFM as is - without the need of rescaling or adapting. In other words - SFM animations can work in Blender, and vice versa.

However, the whole skeleton has been changed - old animations and rigs will not work. And there's still much I could edit about it freely - but I need your assistance and feedback. I'll likely be changing some flexes and their capabilities next.  If all is good, the v4 Loona will debut on this body version, and then all the chars I made, including horses, will follow.

Every supporter can access this branch, btw. Kept you waiting long enough, anyway.

SFM Version

Blender Version

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