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Watch: https://www.youtube.com/watch?v=4mb54jdlRl4
CarTarL, the community manager for Cyberbrokers, discusses attachables and their use in VRMs (Virtual Reality Models). He explains that while the easiest approach is to update the base VRM through a website UI, they are exploring the use of JSON metadata attached to NFT avatars and wearables. Mike demonstrates this concept by showcasing Mech Mods, which are attachable items that can be added to avatars in Hyperfy. He also mentions the importance of defining reference points on the avatar's exterior mesh for proper attachment. The goal is to enable users to shop for and try on 3D accessories in virtual worlds. Feedback on this concept is welcomed.
From the transcript, we can identify several follow-ups and action items:
Overall, the action items include releasing the Mech Mods collection, researching and implementing standards for attachables placement, developing and launching custom apps, creating a custom Hyperfry app, participating in the Avatar wearables meetup, and optimizing the in-world experience for heavy VRMs.
Chapter 1: Introduction to Attachables and Mech Mods
00:11 - 01:39
Mike Carterrell introduces himself as the community manager for Cyberbrokers.
He mentions the release of Cyber Roker mechs and the upcoming Mech Mods collection.
The Mech Mods are attachables that can be added to mechs in the Cyberbrokers universe.
He explains the different approaches to adding attachables, including using a UI on the website or attaching metadata using JSON.
Chapter 2: The Challenge of Attaching Attachables
01:52 - 03:53
Mike discusses the challenge of attaching attachables to the mesh of the avatar.
He mentions that bones are not the reference point for attachment, but rather the exterior mesh or skin.
He highlights the need for standards on how to determine the attachment points on the mesh.
Chapter 3: Exploring the JSON Approach
04:00 - 07:40
Mike discusses the JSON approach to solving the attachment challenge.
He mentions that the avatar's JSON would define the attachment points, while the attachable's JSON would modify those points.
He gives an example of how a baseball cap could be attached with different coordinates and rotations based on the style.
He emphasizes the importance of being able to try on and shop for attachables in 3D worlds.
Chapter 4: Demonstration of Mech Mods
09:10 - 10:39
Mike showcases the Mech Mods collection in the Cyberbrokers world.
He explains that players were awarded these attachables in a recent beta game.
He acknowledges that the attachables don't place perfectly due to the reference point being a bone and not the exterior mesh.
Chapter 5: Addressing Technical Questions and Standards
09:57 - 12:27
Mike answers questions about the JSON approach and the choice between eulers and quaternions.
He mentions the Avatar wearables meetup at the Metaverse Standards Forum and the focus on attachables and wearables in the fashion group.
He invites interested individuals to reach out for more information and feedback.
Chapter 6: Conclusion and Future Plans
12:27 - 13:09
Mike expresses appreciation for the setup in the Cyberbrokers world as a lab to visualize the attachment issue.
He mentions plans to expand the world and make it a meetup spot.
He concludes the discussion and invites any additional questions.
Please note that the timestamps provided in the outline are approximate and may not be exact.