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VTuber software written in Godot
  • GDScript 89.5%
  • Python 7.3%
  • GDShader 2.7%
  • Shell 0.5%
2026年06月21日 08:22:49 -07:00
.github/workflows More fighting with github actions. 2025年09月14日 10:37:01 -07:00
addons Temporarily reverting constraint work so we can check this in. 2026年02月07日 16:06:19 -08:00
Build Bumped Godot version in preparation of the next release. 2026年04月06日 10:52:43 -07:00
Core Bumped Godot version in preparation of the next release. 2026年04月06日 10:52:43 -07:00
Docs Add colliders to thrownobjects 2025年11月08日 11:15:28 +10:30
flatpak flatpak accept args in desktop and startup script 2025年09月03日 08:32:21 +05:30
Licenses Add OSC Query and OSC Server support 2025年09月27日 18:41:53 +09:30
Mods Added throwable giant estrogen pills because it's my HRT anniversary. Happy Pride Month! 2026年06月21日 08:22:49 -07:00
SampleModels/VRM Moved blendshape application outside of MediaPipeController as a first step to splitting off common functionality like that. Added new error UI for checking the multi-mod configuration. Also dealt with some 4.4 stuff along the way. 2025年04月13日 09:01:33 -07:00
Saved Added the Saved directory. 2024年12月22日 14:55:39 -08:00
Tests Merge pull request #113 from MaeBrooks/feature/macos-aarch64 2025年04月19日 08:22:42 -07:00
.gitattributes Initial PUBLIC commit. 2024年09月22日 19:15:34 -07:00
.gitignore Automated changes for 4.4 and build script updates. 2025年04月13日 09:01:18 -07:00
.gitmodules Moved Godot-VRM and Godot-MToon-Shader files into the repo here. 2024年10月04日 22:25:13 -07:00
AUTHORS.md Update AUTHORS.md (finally) 2025年11月07日 20:21:46 +10:30
export_presets.cfg Fixed build and added support for arm64 builds. 2024年10月27日 16:18:18 -07:00
icon.svg Initial PUBLIC commit. 2024年09月22日 19:15:34 -07:00
icon.svg.import Import textures in S3TC and ASTC 2024年10月25日 22:38:07 +09:00
LICENSE Initial PUBLIC commit. 2024年09月22日 19:15:34 -07:00
project.godot v0.1.6 release. 2026年04月06日 18:24:54 -07:00
README.md Added AI policy to README.md. 2026年05月21日 09:52:22 -07:00

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SnekStudio Super (削除) Secret (削除ここまで) Public Alpha Edition

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Hello! Welcome to the alpha version of SnekStudio. This is the software I've been using in production for streams since around 2022. It's "organically grown", so-to-speak. The code's a bit of a mess, but I've finally decided to make it open-source and available to everyone.

Anyway, this is just my way of saying the code will do psychic damage to you if you look too closely into my code crimes.

<3

Getting started (Linux + Windows)

Builds are coming very soon, but for now here are the steps to get it running using a copy of the Godot editor.

  1. Clone the repo.

    git clone --recursive https://github.com/ExpiredPopsicle/SnekStudio.git
    

    If you didn't do the --recursive parameter, then you'll have to do git submodule init and git submodule update inside the repo.

  2. Open the project up in Godot 4.6.

  3. Download the latest Python Standalone Build.

    1. Click on the "Python Builds" tab in the bottom of the Godot editor. Note that you will only see this tab if the KiriPythonRPCWrapper addon is enabled, which it should be.

    2. Click the "Download" button next to the platform(s) you want to build for.

    3. Click the other "Download" button in the column for the dependencies. Wait a bit because it'll look like it's frozen, but it's just downloading files.

  4. Run it from the editor.

    First-time startup will take a long time and appear to freeze at first! This is because it's downloading Python modules it needs. (Visual feedback for this will be added later.)

  5. Load up a model.

    Note: Only VRM 0.0 models are currently supported. VRM 1.x will have serious issues.

    File -> Open VRM...

  6. Configure the MediaPipe Tracker.

    Mods -> Mod List...

    Select MediaPipeController.

  7. Select a video device from the Video Device list.

    Sometimes there will be duplicate devices. If the one you want doesn't work, try the duplicate.

  8. Set arm rest angle.

    After this, you can close the Mods settings.

  9. Set the window to transparent, if desired.

    Settings -> Window... -> Transparent background

    Should work with OBS Xcomposite capture.

  10. (Optional) Set up colliders and then thrown object redeems.

    Note: Thrown objects will not work without colliders.

Project Goals

  1. Make a solution for 3D VTuber face/model tracking.

  2. Make it free for everyone to use.

  3. Make a fully open-source.

  4. Make it as cross-platform.

  • Supporting x86, AMD64, ARM, and other architectures.
  • Supporting Linux and Windows, with possible Mac and limited web (HTML5) support down the road.
  1. Make it compatible with existing standards.
  • Support VRM.
  • Support VMC.
  1. Make it as accessible to everyone as possible.
  • Minimal system hardware requirements.
  1. Make it last as long as possible.
  • Do not tie ourselves to technologies at risk of becoming unsupported.
  • Make the code clean, modular, and easily maintainable.
  • Do not rely on native code with complex build environment requirements (eg other languages).

Known Issues

So many. Please please please use the bug reporting tools on Github.

AI Policy

We do not accept AI-genreted pull requests, and issues that are suspected to be written by AI are likely to be closed without comment.

All code used in SnekStudio must be written by a person.