…Why it’s important to do backups, nomatter how annoying they are

This Saturday night/Sunday morning, I would be enjoying it with friends or watching a movie by myself (since Jero is… wow no shit, extremely tired). Maybe he should had listened to us instead of pushed his luck. But I could hear him chuckling and saying “I know! 😂”
Instead this (now in its second day as I’ve been updating this post since Sunday afternoon), I’ve come to the unfortunate realization, of why it’s always important to make backups of your projects, when doing a major change… such as JeroWorks. However I refuse to take the fault in this, as I was under a lot of pressure by Atherian to start the project earlier than I expected (as he wanted to do it instead of just telling me how to do it myself).
But I don’t really blame him either. The true being to blame here, is Unity.. for not being compatible with my wants and needs!!
I’m mainly blaming Unity on the issues with the Drexouium’s tail being stiff, and the ears/face not properly animating. I believe the VictonRoy model is the reason the issues happened. Actually, I dunno if this fixes the ‘ears/face not properly animating’ issue
with the version I made for JeroWorks 3.0.
But it does fix the tail. The latest VRChat ‘patch’ broke PysBones where lifting up the tail it causes a twitching motion. But I was trying to counter the stiff tail issue by setting Gravity. Unfortunately the below video doesn’t do the issue justice (it couldn’t capture it quick enough), it was causing the tail to twitch like crazy.

However the true oddity amongst all of this, my ‘Normal Size’ version exhibits no issues of this tail problem. Even more so when I dupe this ‘perfect specimen’, the dupe has the issues. It came straight from the original and it bugs out… what the FUCK?!
I tried to ‘re-convert’ the PhysBones back into Dynamic Bones, and no fix there either. So clearly it can’t be the avatar itself. It’s got to be something within the project folder.

So I used the new project as a new (literal) base for BTDrexouium, to be far away from this obviously fucked up project. I had to re-set the textures, and thankfully I was able to get a perfect 1:1 ratio of copy/pasting the wing settings. Those wings are what kept me
from ‘being inspired’ to start JeroWorks as they were always a PITA to do
with the old BTD era (3.0 and 3.5). But praise the lord, these new 3.0 wings attached beautifully. As I said, exact 1:1 ratio of the other project.
If I had known this a lot sooner, doing a backup would had prevented so many headaches right now.
Anyway, after doing all of that and then making a dupe of it to do the ‘RL Sized’ version, I uploaded it as a separate avatar and… was both happy and annoyed at the same time when I saw the tail was drooping down normally. This.. sadly proves the tail stiffness isn’t the fault of VRChat (and its PhysBones). So I’ll take back what I said about them “being incompetent”.

So what now?
1. Wait until tomorrow to take care of the rest (as I’m tired of Unity’s antics right
now). For now I’m hoping on FBT and going to enjoy early Monday morning with my friends (or watch a movie by myself with the Jero doll).
2. Apply tongue fix, then move the animations and other things Blender (and I) did for BTDrexouium (to make it 1:1 of what I currently have set), then make backups of
the FX Overrides, ExpressionMenu and StateParameters files.
2a. I’m also going to use this as an opportunity to see if Atherian’s changes to the StateParameters caused the tail stiff issue.
3. Make another backup just for JeroWorks 3.0 and manually move the changes
over.. being careful what I overwrite when importing the VictonRoy model (by only allowing what is needed for the avatar itself). This way the base avatar (which is not part of this project) will not break by whatever the fuck I did to cause it.

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