Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
At the moment we are focusing on the Windows and iOS apps and we do not have the resources to work on a Linux version at this time.
Alrighty, thank you for the reply
Hello!
How about if you do not use a webcam for input at all, but get your tracking from an iPhone, via Wifi, or VMC?
We are more aligned than you think.
if you can provide us with the funds needed to hire a custom engine port and support team for Linux, we can kickstart that process ( looking for candidates, having hiring interviews, hiring them, making a development plan) pretty much right away.
Otherwise we need to focus the more limited resources we have on the more immediate problems of independent creators and artists. that are less pressing at OS level, and a lot more pressing at a functional level, (and strategically, at the corporate tools/tech dependency level).
Animaze (and Facerig before it since 2014) is/are/were walking a more difficult path, a Promethean mission to make artists more independent of large corporations and studios, and from established corporate toolsets; instead of "tapping out" on the engine side and resolving to using Unity and DirectX (like most apps these days do), we chose to forge a new path, follow what we believe to be the healthy future, and stand in a way of a large corporate monopoly of this space, ( is not really super-healthy that aside from a few teams of hopeful indies, there's just one big corporate game engine on whose shoulders most vTubing apps of today are sitting on)
That is why we build and maintain our own in-house tech/engine based on OpenGL.
We made sure we have an art delivery file format/vechicle, that is usable by everyone who wants to build avatars, but encrypted and safe from the abuse of being unethically fed into AI training datasets, without the permission of the original human artist; and we did that earlier than most: as far back as 2019-2020.
We made sure we support a varied number of model technologies and animation standards (VRM, FBX, Live2D, GLB), so there's no "one ring to rule them all".
The fact that with our indie engine we managed to power virtual beings with millions of follwers, like PuffPuff, or Obit, or The OneManny, who grew organically, without the help of influencer talent agencies, and can produce video content that stands toe-to-toe with content rendered by engines that are built by large corporate teams of hundreds or thousands of devs (powering most vTubing apps that appeared on the scene in 2020) is something unique, that has yet to be replicated by any other team in the Vtubing world.
We also did that in an environment that was affected by toxicity (that really didn't help our morale).
Because most people don't have any real insight on how much harder it is to build and maintain an independent tech layer on your own, (than to build on top of an existing corporate engine and model toolsets), people didn't "get" why we needed more resources and time to build stuff up. Due to this, some folks felt entitled to spread slander about us.
Because it is the internet, it didn't matter that was purely fabricated, things misrepresented with the intent to hurt, or that it was omitting key aspects of our activity; there was a "lynching mob" who was out for blood.
The slander was broadcasted loud enough to affect our public image, slowed down what resources we received, and affected how fast we could build up Animaze from that moment on, so we had to reduce our team and work scope to fit the new reality. Ergo: despite our wish to be on all platforms, no new platforms for the consumer app are realistically possible in 2024.
The core tech of Animaze is meant to be cross-platform, compatible with Linux ( and Mac), but there's so much more needed to launch a consumer live service on an indie engine, on a new platform, than just having the core tech be Linux-compatible.
We need to reach a better position on the existing platform first, and, if we want to offer top-tier services, we need to have a team of at least 4 people serving per platform (and right now we are just 3 in total),
Or, to fast-track it, an external entity/needs to put some money on the table ahead of time on a Linux version. If you are or know such a person we are all ears :).
Other ways to speed up new platforms, are to be activelly engaged with the current Animaze community, fight the historical misinformation that has been slowing us down and share Animaze content on your socials.
Thank you!