So I made a scene that I'm proud of, and I'd like to share. Now what?

Even if there's, say, a tip jar, that's still not its primary purpose; they even say it's intentionally flexible to allow for things like that. Can you please explain how this free content is "technically commercial"? If that's true, then it affects a lot of my content.
I'm not a laywer so don't rely on my advice too much. However, at least in my country, if you operate a Patreon and do more than I believe something like 400€ per year (many Patreon sites here do that per month already) you have to register a kind of "one-man mini company" with the local tax authority, you have to do proper accounting, other tax nonsense and of course actually pay normal income tax on your Patreon income. In my opinion a "tip jar", assuming you are over that 400€/year barrier, is already "commercial". It should be very similar in other countries, at least within the EU.

Edit: If a tip-jar is not commercial, would operating a Free-to-Play game also be not commerical? Like Epic Games with Fortnite, you don't HAVE to give them money....yet they are clearly doing it for commercial interest, right? Or anyone doing money with advertising like Google.
 
Ok, I see what you're saying.
Yeah, in my country (US) you have to file a "miscellaneous income" tax form to account for all your freelance, tip, etc. income. But that's for tax purposes, which is unrelated to copyright. The NC copyright clause specifically says it depends on "the primary purpose for which the work is used, not on the category or class of reuser."

In other words, you can be a greedy capitalist for-profit corporation and still share free content with a NC clause; likewise, if you're a nonprofit organization whose reason for existence is noncommercial, using NC content for monetary compensation - fundraising, for example - would still be a violation.

So, I think I'm still good here, and so was Oeshii (with that particular clause at least).
This exercise DID make me realize another eensy weensy violation I've made in the past, but we'll just move on from that and do better going forward! :D
 
Wow, this thread got interesting. I appreciate the commentary around the ins-and-outs of fair use and licensing. I know you all aren't lawyers, but you're all experienced creators and I value your opinions on the subject greatly.

To the OP, if youre using my Industrial Room asset, you probably should not share that. Sorry for any inconvinience this ordeal might have caused for you. :(
Oh, it's been a journey. As you can see above, I've been through a lot of stuff just to get to the end, only to find that the entire environment probably needs to go, haha.

I'm trying to rework the scene into a new environment now. I will probably have to change some animations since finding another with a couch, wall and table exactly where I need them might be tricky. It's a shame, it really is a great asset and I'm disappointed that I'll have to replace it. The "warmth" of the scene is something I was really trying to go for since so many scenes hide their details in darkness, or don't put a lot of effort into setting a "mood" with lighting.

So long, industrial loft. You will be missed. :(
 

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And on that note... I'm having trouble finding stuff on the hub that will do what I need it to do. If I decide to go out and try to find my own asset, then repackage it so it can be used in VaM, what am I looking for with licensing? I feel like pretty much anything I actually pay for will be out of the question, since clearly purchasing a room and then making it free for others to download is the crux of the whole issue here.
 
Yeah even free stuff usually some kind of non-redistribution license, in the case of VaM it's a gray area because you don't redistribute the asset, but it's really not far. I think someone contacted Daz about that kind of questions and the response was "no, you can package in a game but not redistribute in any way or form", since the var is used to build stuff, we're screwed. There are some licenses though that do allow unrestricted usage but they are rare (and no license doesn't mean free of limitations either)

So, either we pay, or you contact the author and hope for a special permission, or someone steps up and invests time in building great free environments for VaM. In software there's open source, but in 3D it's not as well structured (though there are multiple free resources websites)
 
Yeah even free stuff usually some kind of non-redistribution license, in the case of VaM it's a gray area because you don't redistribute the asset, but it's really not far. I think someone contacted Daz about that kind of questions and the response was "no, you can package in a game but not redistribute in any way or form", since the var is used to build stuff, we're screwed. There are some licenses though that do allow unrestricted usage but they are rare (and no license doesn't mean free of limitations either)

So, either we pay, or you contact the author and hope for a special permission, or someone steps up and invests time in building great free environments for VaM. In software there's open source, but in 3D it's not as well structured (though there are multiple free resources websites)
So... You're saying I need to start making high-quality, custom environments for people use in VaM. Check. ?
 
Its rare, but sometimes environments/assets are shared not with whatever random licence the store uses, but with a CreativeCommons licence. For example on https://sketchfab.com you find such, although environments there are often just 3D scans with bad quality instead of actual builds. But these are the same CreativeCommons licences as the VAR package system uses, so you can just pick the same license, release the environment separately from your scene and then reference it. Of course you might run into a case like we discussed in this thread where somebody just uploaded stuff found somewhere else.
 
Well, guess I better get to it then, huh?

My first mockup in Blender. Got some baking and other stuff to do before bringing it into Unity, then asset bundle stuff (Thanks @MacGruber for that tutorial. It looks like it will keep coming in handy past custom audio bundles.)

apartment.png
 
Most people, incl. me: "Shit, I need a whole new skillset for this?? Welp, looking for alternatives. Maybe just good ol' Slate and Skybox for this one?"

Vamurai: "Does Thursday work for you?"
 
Latest update: I was able to finally get a custom unity object to work in VaM, thanks to MacGruber's guide and various tutorials on the Blender-to-Unity process.

The good news is that I'm close, and it works! The bad news is that I'm having a lot of trouble getting my materials into Unity from Blender, and since VaM wants textures, I still have some work to do here. You can see in the image below that I can get the environment into VaM, but now I need to texture things appropriately.

I just thought I'd share that I'm still working on this, and ask if it'd be more appropriate if I closed this "question" thread and move this to another subforum.

1618426211364.png
 
Okay, another update before I mark this thread as resolved. I think I'll start a new one for just the blender-to-unity-to-VaM process I am going through! I had a breakthrough today when I found this awesome plugin for blender that lets you do baking using Eevee: https://blendermarket.com/products/pbr-texture-bakery-for-cycles

There are some caveats in how you have to configure your shader, but this is WAY easier than using Cycles to UV Unwrap, UV edit, tinker with render settings to get rid of fireflies, wait for long-ass renders and baking, save your image, then apply it in Unity and hope to hell that the image is nice enough looking and aligned properly when you go to apply your image to the object.

With this little $10 Blender plugin, you take your object with the materials that you've applied, clean up the shader a bit to include the plugin, then just bake it, save it, and apply it in Unity. I've only done a few objects so far, but it's been flawless each time. The final textures aren't perfect, but man, they are close enough. Honestly, the differences are probably just down to lighting between the two applications.

Original Beanbag in Blender:

1620938415306.png


Beanbag loaded in Unity with baked texture applied:

1620938459608.png
 
Okay, another update before I mark this thread as resolved. I think I'll start a new one for just the blender-to-unity-to-VaM process I am going through! I had a breakthrough today when I found this awesome plugin for blender that lets you do baking using Eevee: https://blendermarket.com/products/pbr-texture-bakery-for-cycles

There are some caveats in how you have to configure your shader, but this is WAY easier than using Cycles to UV Unwrap, UV edit, tinker with render settings to get rid of fireflies, wait for long-ass renders and baking, save your image, then apply it in Unity and hope to hell that the image is nice enough looking and aligned properly when you go to apply your image to the object.
1620954683297.png
 
A long, long update:

I think I finally have this down to a list I am okay with. It's longer than I expected, but I AM using a lot of plugins, so I'm okay with it. I figured I'd post what I ended up going through so anyone else that is looking for advice can know that misery loves company!

I started with the advice above: Filter morphs down to "Only Active" and trim out anything purple and blue you can find. Purple was easy: I didn't seem to have any. :) Blue was trickier. As I understand it, these are morphs that exist in your Custom folder somewhere (thanks for the explanation Syrinxo and Acid Bubbles, I never knew what the colors meant!) I found that I had a number of these, which I think means that I have a lot of decompressed var packages in my Custom folder. This makes sense, since in the beginning days of VaM, I really didn't install packages the right way. Yesterday's adventure in dependencies makes me want to reinstall the software and start CLEAN with nothing in my Custom folder.

Anyway, I got those cleaned up as best as possible, but still had a mean list of dependencies. That's when I came across some posts in other threads that pointed me in the right direction. Unsurprisingly, the three people above were all over those comments as well, and those posts helped a LOT here. When you build your package, the three files that helped me the most were the meta.json found at VaM_Install_Path\AddonPackagesBuilder\PackageName.var\ the actual scene.json file at VaM_Install_Path\AddonPackagesBuilder\PackageName.var\ Saves\scene\creator_name\ and the actual depend.txt file found with your package in the AddonPackages folder after creation.

I used the depend.txt file to first get my list of dependencies that were still there. I found a long list in a text file much easier to browse than the tiny scrolling box in the package builder. I would identify a package I didn't know or wanted to get rid of, then I would open the meta.json file. This file was GREAT because it actually shows the nested hierarchy of why the packages are included. In my case, I have a dependency on MacGruber's Life 12, but for some reason, I found that I also needed Life 10. I knew this was because something else had to be referencing it, but I just couldn't tell what. The meta.json helped me identify this. In the end, half of the dependencies ended up being down to three packages that each had a half dozen or more dependencies of their own.

Once I'd narrowed down which root package was causing the problem, then I needed to find out where I was referencing THAT package in my scene. This is where the build scene's json file helped, where doing a search by parts of the package name pointed to how it was being used in my scene. In this particular example, I had somehow gotten a belly button morph from a "Wolverine333.Barbie" package, and that package has a pile of its own dependencies, Life 10 being one of them. Keep in mind, some of these packages could be red in your morphs. Mine certainly were. It was just a matter of either zeroing them out, or finding another morph that I could use instead.

I went through each dependency I was trying to get rid of, found the culprit morph (don't forget to check ALL characters in your scene, like me, the dunce who forgot to.) I then went to it and followed the advice above (set to default, reset range, refresh "Only Active" checkbox to make sure it's gone.)

So that really was the process I went through. I had an additional tricky situation though that might be worth mentioning. Since I am Using Macgruber's Life for breathing animation, it was constantly adjusting the above-mentioned belly button morph. I am guessing that it looks at any morphs you have active with certain references that it uses for breathing (stomach/mouth/nose/etc) and then modifies them based on the algorithm he has in his code. Unfortunately, it makes those morphs difficult to get rid of once it has a hold of them. I tried just disabling the plugin and zeroing the morph, but as soon as I turned the plugin back on, it grabbed the morph again. I ended up just removing the plugin, wiping out the morph, then re-adding the Life plugin, and it didn't grab it again. I doubt this is considered a "bug," but it's worth noting that more "active" plugins might hold onto morphs that you may be trying to get rid of.

Edit: After digging deeper, I realized that the Life plugin's breathing animation was strong enough to move another part of the character's body that was being used by ANOTHER plugin. This other plugin had was capable of using a single morph, and THAT morph has a long list of another dozen dependencies. The plugin itself (Extra Auto Genitals) did not list any dependencies, but since it was modifying a morph that I had that DOES have a long list of dependencies, I was led down a long rabbit hole. I guess the takeaway here is investigate each and every plugin you use, even if they themselves don't have dependencies!

So there's my story. After going through the process, I can definitely say that all of the advice about keeping your dependency list short is very sound. That said, I think what might be lacking is just how to do that. The next time I make a scene with looks from other sources (and we all have a lot of them, I'm sure) the very first thing I will do is check that dependency list and trim it down. Before I pose anyone. Before I animate anything. Before I pick a custom Unity asset room to plop them into. If it isn't paid content and I intend to share my work when finished, trimming down dependency on any asset has to be job number one.

Thank you again to the people above for your help here, and in other people's threads on the same subject. I'm still not exactly sure how I am going to export my animations from Timeline for use with Soundtrack Sync, so if anyone has advice there, I would still appreciate it! But for the bigger, and harder questions around cleaning up dependencies and getting rid of content that I shouldn't use anymore, you three have been invaluable to this noob. I really appreciate all you do for this community!
This whole conversation has been a real eye opener for me and thank you for boldly going 1st lol So i am retired and am passing away my time these days on VaM. After 30 + years of driving a truck i have no real computer skills but over the last 5 weeks and watched and dissected and repaired almost 3,000 VaM scenes starting in 2019 to today .... i have got pretty good at that considering 5 weeks ago i had no clue what a Plugin even was. So that being said i have made my 1st scene that i have not thrown away and would like to share my progress at the 5 week mark... it is a simple scene not a lot to it story wise or anything { but prob as good as anything from 2019 and a few from 2020 } and all the stuff i have ever got is free and from the Hub so i am looking at learning to upload it and learned a ton from you :} but i guess i need to learn what a Var does and what ever a json file is ? i need them both to upload something? like package the scene in a Var ? and find all the stuff listed?
 
This whole conversation has been a real eye opener for me and thank you for boldly going 1st lol So i am retired and am passing away my time these days on VaM. After 30 + years of driving a truck i have no real computer skills but over the last 5 weeks and watched and dissected and repaired almost 3,000 VaM scenes starting in 2019 to today .... i have got pretty good at that considering 5 weeks ago i had no clue what a Plugin even was. So that being said i have made my 1st scene that i have not thrown away and would like to share my progress at the 5 week mark... it is a simple scene not a lot to it story wise or anything { but prob as good as anything from 2019 and a few from 2020 } and all the stuff i have ever got is free and from the Hub so i am looking at learning to upload it and learned a ton from you :} but i guess i need to learn what a Var does and what ever a json file is ? i need them both to upload something? like package the scene in a Var ? and find all the stuff listed?
Your scene is saved on a text-based file type with a extension JSON.

If you're looking to pack your scene into a VAR and share on the Hub, check the guides here:
 
Your scene is saved on a text-based file type with a extension JSON.

If you're looking to pack your scene into a VAR and share on the Hub, check the guides here:
thank you i will
 
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