Showing posts with label avatars. Show all posts
Showing posts with label avatars. Show all posts

Monday, June 2, 2025

VR Chat Opens Avatar Marketplace

 
 By Bixyl Shuftan
 
When the Newser took a look at VR Chat in 2018, people could get a number of free avatars there, but if you were a content creator looking to make money, there was no simple way to sell avatars to other players there as at the time unlike places such as Second Life there was no inworld economy. This changed in December 2023 when Paid Subscriptions were added to help the "over half a million" content creators get paid for their work. It is powered by Tilia, which still helps process Second Life's buying and selling of Linden dollars for real-life currency. This inworld economy allowed for inworld avatar stores to be made, but people had to find them to access them.


 Identity is a big part of VRChat – and that means finding an avatar that fits you. Yet, that can be a bit of a pain, especially if you aren’t adept with Unity, or if you don’t feel like visiting hundreds of worlds to try to find something that fits.


 
But what if you didn’t have to do any of that – what if you could simply find something that works for you from inside VRChat? What if you could browse through a ton of easily accessible options, all organized by category? What if you could do so while supporting avatar creators, ensuring they have the means to keep making the fits you love?

Well, you’ll be able to shortly – the Avatar Marketplace is coming


To find the avatar marketplace, a VR Chat user goes to their menu and to the "Avatars" section where the marketplace is located. One can browse it and "search for published avatars, and see their details."

VRChat is listed as having over 66 thousand steady players. Tubefilter commented that fans of furry avatars would likely make up many of the marketplace's customers. Road to VR stated some of the avatars would be branded ones, such as ones from games.
 
Sources: VR Chat, Business Wire, Road to VR, Tubefilter, PC Gamer
 
Bixyl Shuftan
 

Monday, August 6, 2018

News and Commentary: Sansar, One Year Later



By Bixyl Shuftan

It was a little more than a year ago that Linden Lab officially opened Sansar, it's "next-generation virtual world which had been in development for over three years, experienced a number of delays, and was the subject of no shortage of speculation by Second Life's residents. My initial impression was that while interesting it's best feature was it's, potential for improvement. Others had a firm thumbs down to the point it couldn't be mentioned in the Second Life Friends Facebook group.

Since then, there have been some improvements to Sansar. Last month, the Lab allowed content creators to sell custom avatars on Sansar's Marketplace. And less than two days later some appeared. As of the writing of this article, there were a total of 43 avatars either available for free or up for sale (some better than others). Among those you can get for free now is the "Draxacoon." The Lab also expanded the number of areas, or "experiences" that residents could have from three to twenty.

There are some visually stunning locations in Sansar. One of the more recent ones is the "Roddenberry Nexus," which according to Inara Pey was launched in August 1. Done by Linden Lab in cooperation with Roddenberry Entertainment, which is run by Eugene Roddenberry, the son of the man who created "Star Trek." Giving it a look, I found it offers more interactivity than previous Sansarbuilds I've seen with a lift that can move you between levels and buttons that when pressed will play recordings, such as one describing the transporter visual effects or the Star Trek Animated Series.

There was also another cooperative build done by the Lab with the help of the Smithsonian American Art Museum. Among the most interesting stories I've seen was a video by Draxtor Despress, showing a number of people holding a "Hoverderby" game. These people weren't just looking at Sansar, but interacting.

But there's still plenty to complain about Sansar. Sansar is also a more restrictive place than Second Life. It was widely expected from the begining there would be more restrictions on adult content than Second Life. While I read somewhere at least one builder tinkered with such builds, the most recent set of content guidelines have pretty much stated "no nudity and sex."

Content featuring sexually explicit content and activities, such as pornography, sexual acts, nudity and sexual services, including solicitation and offers for such content, are prohibited.

The Lab does say, "However, in limited educational or scientific contexts, we may make exceptions to these policies in our sole discretion." One example might be the piece of nude artwork Ryan Schultz saw at the Smithsonian art exhibition. But this wasn't the only problem Schultz saw. Even mentioning the names "Sansar," Linden Lab," or "Second Life," on a build could get you in trouble.


Any content or Sansar store listings that contain any references to Linden Lab, Sansar, Second Life, or any other Linden Lab-related terminology that may imply a relationship with, sponsorship, endorsement, or employment by Linden Lab is prohibited. 

So even making a "Sansar" t-shirt would get you a takedown notice from the Lab. And it's not just inworld content as in January, Schultz was asked to remove some pictures, and there appeared to be a problem with the name he was using for his blog at the time, "Sansar Newsblog." Hassling a major source of news about a virtual world you want to get word out about, especially a friendly voice, (and a big source of information for this article) isn't exactly the best of business tactics. And then there's the following line.

Do not upload Content that promotes or could be construed as primarily intended to evade limitations on Prohibited Content.

This line of the Terms of Service certainly leaves a lot to interpretation. Considering the Lab's past behavior, some content creators might decide not to take chances with a certain idea and instead make and sell it on another virtual world. In addition to the lack of a fashion market, this is probably one reason why Sansar has attracted little attention from more than a few bloggers. Though Schultz would say this was a common case of most newer virtual worlds.

For those frustrated by the long time it can take details to rezz in Second Life sims, Sansar can be just as bad or even worse. And there are apparently some problems with buying Sansar dollars in bulk using the "bundle" option.

And of course, while Sansar looks good, it still lacks the interactivity of Second Life and OpsnSim worlds. As it's been stated before, it's like comparing a theme park to a residential area, a nice place to visit, but not one you can virtually live. The examples I've stated are Sansar at it's best. The majority of other "experiences" aren't as good.

For these reasons, the userbase of Sansar remains tiny compared to Second Life. In April, the Newser reported the next-generation virtual world was averaging less than fifty users a day. Schultz went further, saying that the average was never higher than twenty. In fact, the graph he gave showed it was sometimes less than ten per day. For now, it seems stuck at a tiny userbase.

So why has Linden Lab persisted in sticking with Sansar? The question has been raised on whether the Lab has a "cultural shift" away from it's established virtual world to this unpopular newcomer, numbers remained small. Yes, it's normal for a company to want to show off it's latest product. But why leave out it's tried and true moneymaker? Perhaps with the stories about cyber-affairs, incidents like the "flying penis attack" on live TV, being banned from the "Twitch" streaming service due to some of it's sims allowing explicit content, maybe the Lab is feeling it can't really mention Second Life much to a mainstream audience. Another possible reason, with the talk about "safe spaces" at colleges where controversial speech is prohibited, perhaps the Lab is wondering if the next generation is looking less for the ability to express oneself and more about security from what might offend them.

As for the possibility of Linden Lab closing down Second Life anything soon to force it's population to Sansar: not a chance. Near the start of it's development before it even had a name, Will Burns once commented if Linden Lab made such a move, about a third would move onto the new grid, a third to smaller virtual worlds, and a third would give up on virtual worlds altogether. Today, I'd have to say if Linden Lab made such a suicidal move, in my opinion less than five percent would be inclined to move on to Sansar as their primary virtual world. While Linden Lab might survive thanks to it's Blocksworld income, it would be a much smaller company. Of the rest of Second Life's residents, it's my guess about three-fifths would move on to the various smaller virtual worlds, perhaps some moving between two or three to continue to meet up with friends. And the rest would likely give up on anything more than a passing interest in virtual worlds. Even for those who moved, they would most likely not spend as much money. It's one thing to invest money in virtual land and property if you believe the grid will be around for years. But if you're not sure how things will be six months down the road, you may not be so eager to put down that money.

In any event, Sansar is very much a work in progress compared to Second Life, and even the more established Opensim worlds. It still needs at least a year, probably longer, before it can truly stand on it's own. For those who insist Linden Lab should get rid of it, such as one person I talked to who called it "the Edsel of virtual worlds," keep in mind the Edsel was in production for three years before it's makers finally gave up on it. Most likely, it will take longer than that before the Lab decides it's efforts are best spent elsewhere.

Sources: Ryan Schultz (formerly the Sansar Newsblog), Modem World, Sansar , Draxtor Despres, venturebeat.com  

Bixyl Shuftan

Sunday, October 13, 2013

Wingless Avatars in Inworldz

By Bixyl Shuftan

With the controversy over Linden Lab's new Terms of Service directed at content creators, alternative virtual worlds to Second Life have been getting more attention. Second Life residents have been dropping over to look. But what about Second Life residents who prefer furry avatars? Going over, unless one was a content creator, he/she'd have to go tailless.

But for those visiting Inworldz, some good news. There's a package of freebie furry avatars available for anyone to pick up for free.

The package is available in the Amber sim, at the Furry Welcome Center in Amber (114, 92, 23). Turn around, and head to the tables. One has three cubes, one labeled Wingless Emoto Avatars. Click on that to receive a copy. For those interested, there's also a pony avatar and house.


For those who don't know, Wingless Emoto is an avatar designer in Second Life. Some years ago, he had a dispute with the retailer he was selling them through, and since the contract stated he couldn't sell his avatars at the time through anyone else, he made them freely available to all. Many residents have kept a copy of a package of the avatars on them to give to others wanting to try a furred avatar. Even after several years, although other avatars have been available for free, no other package that can be held to give to others has emerged. There was a package of newer free avatars available at the AnthroXtacy store recently, but with the company closing down, those avatars are not known to be available.

Like the package in Second Life, the InWorldz Wingless avatars come in a variety of anthro fox, wolf, horse, and hyena avatars in a variety of colors, red, white, blue, pink, etc. But the cube passed around in Second Life was mostly fox and wolf while the InWorldz package has a roughly equal number of the four, plus a few reindeer and werewolf avatars. Like the avatars in Second Life, the Wingless avs in InWorldz have both male and female skins (except the werewolf), and both parts for plantigrade and digigrade feet (except the werewolf and reindeer, plantigrade and digitgrade only respectively), and options for large and small hands. But the Customization and Control HUDs are not in the InWorldz Wingless avatars. A notecard included with the avatar package stated this was a first release, with another one planned later with HUDs.

Like it's Second Life counterpart, one doesn't have to wear the whole avatar. One can just wear the ears and tail (and feet) for a kitsune-style neko look. There are also a few hairpieces included.

So for those in Second Life who prefer looks with a tail, the option for furred avatars is available in Inworldz.

Inworldz Grid, Amber (114, 92, 23)

Bixyl Shuftan